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Nifty tools

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tools that can be great to have while mapping or modelling

14 files

  1. FATE TERRAIN

    program to sculpt your terrains for your mapping

    2 downloads

       (0 reviews)

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  2. GenSurf

    GenSurf
    Quake2/3 map surface generator
    David Hyde
    rascal@magnolia.net
    1.9
      Fixed support for curved surfaces with the Q3Radiant plugin version. This
      change does not effect the standalone or QERadiant plugin.
      Changed caption buttons - context-sensitive help button is no longer
      present, and the main GenSurf window can be minimized. Context-sensitive
      help is still available by right-clicking on a control or pressing F1
      while the control in question has the input focus.
    1.8 Beta
      I'm calling this a beta because there are issues with Q3 curves that I'm not
      quite sure of. As far as I know GenSurf isn't doing anything *wrong*, but it's
      possible that there might be currently unknown workarounds that solve some of
      the problems you might encounter if you use GenSurf to generate curved
      surfaces. Stay tuned.
      Unzip gensurf18.zip to... well... anywhere you want. It doesn't matter.
      New features:
    - As implied above, support for Quake 3 Arena, including the ability to use
      curved surface patches rather than the standard triangular prisms. Be sure to
      read all the warnings on the web page before spending (wasting) a lot of time
      with this feature.
    - Relaxed size constraints on the grid. You can now produce a 64x64 grid of
      triangles... that's 8192 triangles... think about that before you do it. This
      change was made at the request of several users who know what they're doing
      (namely, taking a few weeks off while their map compiles). I do NOT suggest
      using a grid anywhere near this large for "normal" maps, unless you're also
      using GenSurf's decimation feature.
    - New generation method... if you own Microsoft Excel 5.0 or later you can
      use any Excel-valid formula to describe a surface. Not especially useful for
      terrain unless you throw in a rand() or 2, but might have other applications.
    - Bug fix: Half-Life maps with decimated grids did not produce the requested
      hint brushes. This was a carryover from days long ago... well, September...
      when you couldn't use hint brushes in Half-Life.
     
     ************************ DISCLAIMER ***************************
     *                                                             *
     *   David Hyde makes no warranties regarding the computer     *
     *   program GENSURF.EXE. Users assume responsibility for the  *
     *   results achieved for computer program use and should      *
     *   verify applicability and accuracy.                        *
     *                                                             *
     *   Neither id Software nor Ritual Entertainment supports the *
     *   changes made to the included version of qbsp3.exe. Use    *
     *   this progam at your own risk.                             *
     *                                                             *
     ***************************************************************
     

    1 download

       (0 reviews)

    0 comments

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  3. C-tool

    C's tool for ET models

    1 download

       (0 reviews)

    0 comments

    Submitted

  4. PK3 creator

    as name says a tool to make pk3

    1 download

       (0 reviews)

    0 comments

    Submitted

  5. Pakscape

    archive tool to make pk3

    1 download

       (0 reviews)

    0 comments

    Submitted

  6. BSP Shoe

    ====================================================================
    BSP Shoe - readme.txt file
    2.0 Release
    Email: bspshoe AT levelart DOT net
    ====================================================================
    --------------------------------------------------------------------
    Copyright (C) 2006 by Tristian R. Barrett
    COPYRIGHT NOTICE:
    All content in this file may not be copied (partly or as a whole),
    or re-used in other applications, without the express written
    permission of the copyright holder(s)
    The Software is provided "AS IS", without warranty of any kind,
    express or implied, including but not limited to the warranties of
    merchantability,  fitness for a particular purpose and
    noninfringement. In no event shall the  authors or copyright holders
    be liable for any claim, damages or other liability, whether in an
    action of contract, tort or otherwise, arising from, out of or in
    connection with the Software or the use or other dealings in the
    Software.

    Description:
    --------------------------------------------------------------------
    BSP Shoe is a utility that provides information about where assets
    referenced in a Quake 3 BSP file can be located within the Quake 3
    game and mod directory structure.

    Systems requirments:
    --------------------------------------------------------------------
    1)    Microsoft Windows Windows 2000 or Windows-XP
    2)    Microsoft .Net Framework v1.1 or greater

    Installation:
    --------------------------------------------------------------------
    Extract the contents of this zip file to the directory where you
    want to install bsp shoe. Then run BspShoe.exe
    Current bugs and Issues:
    --------------------------------------------------------------------
    Bugs:
    - The ExtendedTreeList view reverts focus after opening or closing
    the tree if an item is selected
    - The ExtendedTreeList top tree node can get hidden randomly
    - The ExtendedTreeList can fail on the odd ocasion on a clear
    - No know bugs with the actual bspshoe code.
    Issues:
    - Assets can take some time to enumerate if you have have a lot of
      pk3 and asset files in your quake3 installation.

    Planned Future Enhancements:
    --------------------------------------------------------------------
    Soon:
    - Open files directly from inside bspshoe. files inside pk3's would
    be copied to a temporary directory
    - pk3 Packing functionality
    Wishlist:
    - Support for loading .map files
    - Support for fine grained selection of asset locations (so you can
      test with just the official pk3, etc)
    - Map Comparison
    Additional Libraries:
    --------------------------------------------------------------------
    This application uses the following libraries:
    - The ICSharpCode.SharpZipLib Library for reading pk3 files
    - The Lyquidity.Controls.ExtendedListViews Library for the main
      treeview

    1 download

       (0 reviews)

    0 comments

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  7. CFG Maker v3

    |----------------|
    |- Miguel Nunes -|-----> Wolfenstein Enemy Territory
    |- - projects   -|-----> CFG Maker v3
    |----------------|
    |=====================================|
    -------- Program Info --------
    This is free and usefull software to easealy create your professional and organized cfg's for Wolfenstein Enemy Territory.
    When you install, you'll have a sample of a cfg at the CFGMaker's folder and you'll have an idea of what CFGMaker can do!!
    To have a better idea of what CFG Maker v1.0Pro is, see the screenshots or you can also see the movie i made at http://www.mnprojects.com/cfgmaker/video ...
    This new version fixes some big bugs found in older versions like the opengl one. It also has a new cool look!!
    If you have any question or feedback visit http://www.mnprojects.com/forums. Feel free to post!
    |=====================================|
    ------ Install/Unistall -------
    Just run the setup to install... To uninstall run the uninstall program in the cfg maker directory.

    |=====================================|
    ------- How does it work ------
    Run the setup to install and the check the docs link at the installation or at the program.
    Note: if you got problems running the cfg in the game, then set the resolution to 800x600 at the cfg...

    |=====================================|
    -------- Contact Info --------
    Name: Miguel Nunes
    Website: www.mnprojects.com
    MSN Messenger: mnunes2@hotmail.com
    Email: miguel@albertonunes.com
    Game Nick: > > NightSky.
    Note: No support will be given by email... Support allways starts at my forums that can be found in my website. See link above.
    FeedBack too =P

    1 download

       (0 reviews)

    0 comments

    Submitted

  8. Soundpack Composer

    Soundpack Composer
    want to make your own server sound pack for ET? this is the tool
     

    1 download

       (0 reviews)

    0 comments

    Submitted

  9. EasyGen 142

    -------------------------
     EasyGen 1.42  30 Aug 2002
     -------------------------
     Author:  Francesco <Nemo> Bancalà
     Email:   bancaf@libero.it
     Website: http://digilander.iol.it/ilbanca/
    +----------------+
     0. About EasyGen
     1. Installation
     2. Features
     3. Known bugs
     4. Credits
     5. FAQ & Troubleshooting
    +------------------------+
    --------------------------------------------------------------------------------
    0. About EasyGen
    --------------------------------------------------------------------------------
     EasyGen is free.
     With EasyGen you build up terrains and export them as Radiant source map
    (including alphamap and metahsaders).
     Bitmap import/export is also supported.
     Supported games:
     - Quake3
     - Return To Castle Wolfenstein
     - generally all games based on Quake3 engine, who need a source map(.map), an
       alphamap(.pcx) and a metashader script(.shader) to compile a terrain entity.
       (if you want to to learn more about this process read the Official Terrain
       Manual written by Paul Jaquays contained in the latest GTK installations)
    --------------------------------------------------------------------------------
    1. Installation
    --------------------------------------------------------------------------------
     Make sure to extract all files contained in the zip in the same folder.
     After you've extracted the zip, EasyGen folder should looks something like
    this:
     EasyGen\modifiers\*.*            - modifiers
     EasyGen\templates\*.*            - various files (*.shader, *.cfg)
     EasyGen\save\                - saved terrains (*.egn)
     EasyGen\tutorial\*.*            - tutorial stuff (old but sufficient)
     EasyGen\EasyGen.exe            - executable
     EasyGen\btnexgenipl32.dll        - a dll
     EasyGen\readme.txt            - this readme.txt
     EasyGen will not run if 'btnexgenipl32.dll' is not in the same folder.
     Also EasyGen needs to know your work mod folder under <your_game> root folder
    (ie baseq3\, missionpack\, main\ etc etc), you will be prompted to browse for
    that asa you start EasyGen. I repeat for the last time, you need to browse for
    a MOD folder, not for the <your_game> root folder.
    --------------------------------------------------------------------------------
    2. Features
    --------------------------------------------------------------------------------
    - Terrain shape manipulation through several modifiers (Hill,Cone etc etc).
    - Program your own modifiers with an easy asm like language. Read
      'custom_modifier.txt' to learn more.
    - Direct export source map plus alphamap and metashader script.
    - Alphamap import/export.
    - Bitmap import/export.
    - Models (md3) are loaded automatically from <your_game>/<your_mod>/models/
      directory.
    - Import brushes from a map file. Brushes are only used as space references to
      aid positiong the terrain entity. Bruhses manipulation is not supported by
      EasyGen and BRUSHES are NOT exported toghether with the terrain. Only the
      TERRAIN ENTITY itself is exported and the models you have inserted.
      Issues:
      * Curved patches are not imported.
      * Texturing is not supported for imported brushes, they will only appear as
      flat shaded polygons.
    - Terrain import from a map file (and related alphamap and metashader). This
      should work in the most of the cases.
      Issue:
      * tcmod scale is ignored
    - To exclude triangles from export:
      - select MODIFIER TAB.
      - click the pink triangle button on the toolbar (the one with the red cross)
      - SHIFT+LEFTCLK on a triangle
    - Upgrading shader templates (templates/*.*) is useful if the author of the
      compiler (ydnar) makes come modifications to the compiler itself (q3map2.exe).
      Replacing old templates with the new ones will ensure that EasyGen will export
      shaders that will work with the new version of the compiler.
    --------------------------------------------------------------------------------  
    3. Known Bugs
    --------------------------------------------------------------------------------
     - Resizing the width(x|y) of the grid when lock is OFF does not resize the
       alphamap. (altering divisions does it).
     - I don't know what could happen if you use textures of different sizes, if you
       don't want get in troubles use textures of all the same sizes (all 256x256 or
       all 128x128, ...)
     - I think you'll find other bugs, please let me know 🙂
    --------------------------------------------------------------------------------
    4. Credits
    --------------------------------------------------------------------------------
     Tnx to:
     .idSoftware for the game
     .NeHe for his OpenGL tutorials - http://nehe.gamedev.net/
     .http://www.codeguru.com/ for his kick ass programming forum
     .guys of http://www.quake3world.com/ level editing forum
     .Binary Technologies for his powerfull image library
        Binary Technologies
       http://www.binary-technologies.de
        info@binary-technologies.de
     Following people helped me improving the program (in a.o.):
     djbob,Hubas,LordSquart,Kevin,KitCarson,RKone,snickelfritz,ZeroLogic.
    --------------------------------------------------------------------------------
    5. FAQ & Troubleshooting
    --------------------------------------------------------------------------------
    Q: What the hell is this gray and white grid?
    A: you can get the damned grid for several reasons:
       1. the width of each division along X and/or Y axis is not a power of 2. Use
          128 or 192 or 256(most used). You set these values from the Grid TAB,
          'Div.Width.', enter two values (one along X and other along Y, generally
          the same), then press Apply on the right.
       2. You have played with the keys of the terrain entity from Radiant, or
          renamed and/or edited the alphamap and shader files generated by EasyGen.
          To do this you ust know exactly what are you doing because there are
          linked references by names in that stuff. (filename and names inside text
          files)
       3. Corrupted shaders? Try moving out custom pk3 from you mod folder.
       4. Use unique names. One time I named my egn save file 'test.egn'. It caused
          to export a test.pcx, a test.shader with a test/terrain shader name. The
          infamous grid appeared. I saved the same terrain as 'nemo_happy_test.egn',
          exported the stuff and no hologrid appeared.
    Q: Why do the textures look fine from EasyGen and from Quake3 are all shifted
       along a direction?
    A: This seems to be a bug of some q3map versions. To fix this edit your
       alphamap(PCX) exported by EasyGen with a 2D graphic program such as
       PaintShopPro and remove the first vertical line of pixels. If the original
       alphamap was 33x33 the final one must 32x33. Sounds strange but it works.
    --------------------------------------------------------------------------------
    6. Final Stuff
    --------------------------------------------------------------------------------
     Programming is an hobby for me, so I take no responsability if your pc blows up
    while running EasyGen !
     Feedback, bugs report, suggestions, are appreciated 😛
     Quake3Arena and RTCW are registered trademark of 'id Software' !
    > http://www.quake3arena.com
    > http://www.idsoftware.com
     

    2 downloads

       (0 reviews)

    0 comments

    Submitted

  10. NPherno's MD3Compiler

    MD3Compile
    First, a list of what each interface item does:
    * The Currently Loaded Objects List - You can select objects from this list, as well as rename them.
    * Default Shader Edit Box - Q3 Models (mostly mapobjects) don't have .skin files...this is where you type the "shader" setting for the selected object.  Player models leave this blank.
    * Selected Toggle - Toggles the selection of the current object.
    * Tag Toggle - If the current object is just 1 triangle, it is eligible to be a "tag" object...this toggles that state, and when set to "on" from "off" it does the required math to create the tag data.
    * Object Selection Helpers - All, None, Invert.  Please don't tell me you can't figure these out 🙂
    * Import Objects - Loads a file, then displays it's detected list of objects.  Select the objects you want to import, and hit okay.  In the case of objects with differing framecounts, you are out of luck.  All loaded objects must be of the same framecount.  If you load a file, and it has 2 objects with different counts, select one for import, and buffer it with new frames to balance it out...if that's what you need.  This can be used after objects are already in the scene to add more objects, as long as the new objects are also the correct framecount.
    * Import Frames - Loads a series of files (multiple select dialog) and adds frames to each object from those files.  If you load a 3ds file to start the session, and it has 2 objects, "u_torso" and "my_ass"...then attempt to import frames from a 3ds file with the objects "u_torso" and "kiss_it"...if "u_torso" is the same vert/face between both objects, and "my_ass" and "kiss_it" are also the same vert/face count, the import will work.  Object names are only used to match objects when all other options (equal face/vert counts) fail.
    * Export Objects - Exports objects to an md3.  The option to export only selected frames and objects will be given.  Internal name refers to the name the file knows itself by internally.  For map objects, the name and relative path of the md3 should be placed here (for a lamp mapobject, that might be models/mapobjects/lamp.md3 - notice the q3 style path slash)...for player models, it's a bit weirder.  The upper (upper.md3, upper_1.md3) series of md3 files has this form: models/players/modelname/modelname.md3 (or modelname_1.md3 for upper_1.md3)...so for klesk's upper.md3 it would be models/players/klesk/klesk.md3...got it?  both head and lower series have nothing here....leave it blank.
    * Delete Selected Objects - Removes any object selected object from the session.
    * Delete Selected Frames - Removes any selected frame from the session.
    * Shift Selected Frames - Shifts all selected frames according to your choice in the dialog box that opens.
    * Align/Offset Selected - Allows you to align objects in the session a few different ways.  Due to the fact that I am lazy and pressed for time right now, Pure Offset isn't functional...it's easy...and I am busy 🙂 However, Ground Plane Align works...you just put the "ground plane" (which in q3a for a player model is -24.0) in the Y position box, choose what type of objects/frames get modified, and hit OK.  Absolute Tag Align places the current object (which must be a tag) at Position.  Other objects will be moved the same amount if they are selected, and that choice is used.  For instance.  You have a player model head...with it's tag_head.  it's not at 0,0,0...and it needs to be.  You select all objects, and all frames, choose Tag Align, set Position to 0,0,0, and choose to use selected objects and frames also...and hit Okay.  Now tag_head is a 0,0,0 and everything else came along for the ride 🙂
    Rebuild Normals - Depending on how you got your mesh into the app, it may not have "good" normals.  Use this option to rebuild them...or just to rebuild good ones if you want to see if I can do a better job.  The standard selection options are there...as well as Ignore UV Splits.  This option allows the program to build normals without regard to geometry which has been "split" by UV edges.  All MD3s are split this way...but when you imported, you may have placed splits in the mesh to affect the normals, and so this option isn't for you 🙂
    * Current Frame, Floating Frame, Frame Name - This display shows which frame you are currently on, and which frame your mouse is over in the interface.  The framename can be edited at any time.  Whether or not it's important in Q3A has yet to be seen, but it's there.
    * Frame Selection Helpers - All, None, Invert.  Please don't tell me you can't figure these out 🙂
    * Camera View - The camera follows the NST1 camera system...Left mouse rotates like a trackball, unless you grab the handles, and then the opposite axis are locked off.  Right mouse translates the model in screen space.  Left+Right (in that order) Zoom the camera, as does the middle mouse button.  Shift+Left changes the FOV.  Mouse Wheel does nothing (for now).
    There are 2 items in the camera view that need so explaining...
    The topmost bar is your timeline "scrubber"...left drag it to move through frames.  It's width shows you which frames in the lower bar are visible.
    The lower bar can be left clicked to toggle selections.  Shift+left click works as you'd expect.  Left drag is also very predictable 🙂 Right click to set that frame as the current frame.  It should be obvious, but dark grey means "not selected" and light grey means "selected".
    More formats will follow after the holidays...and more functions as well. There ya go.  Enjoy!
    Dave "NPherno" Eaton II
    npherno@sunstorm.net
     
     

    1 download

       (0 reviews)

    0 comments

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  11. Commandmap

    Commandmap
    ==========
    by Krischan 11.02.2011
    This little piece of software is able to create basic textures for a very nice commandmap in Enemy Territory as an alternative for tracemap based commandmaps. It is using Blitzbasic 3D as engine and uses the orthogonal camera projection high above to match the tracemap for a screenshot. If the program doesn't run this can have different reasons. First Blitz3D is very old and needs DirectX 7 to run. Second this code is a quick'n'dirty spinoff of my map developement so don't expect a full working product. Third you didn't read the "How to use" section yet 😄
    Features
    ========
    - parse a BSP file and output a colormap, a lightmap or a combined colormap/lightmap image
    - freeflight mode to fly through the level

    How to use
    ==========
    - you need at least the BSP and its corresponding lightmap files in the maps folder like in the PK3 or your etmain directory
    - you should add ALL models and texture folders you want to map on the level geometry
    - in the commandmap.ini you can set an additional path where the extracted PK0.pk3 textures are located
    - shaders are NOT supported and will be replace by a "notex" texture - code a shader parser if you want, the other source is included
    - in the examples subdir is a photoshop example (no template, was too big) how to include the output images for your own command map

    Compile the map
    ===============
    - the program can parse the output of q3map2 directly without conversion
    - check the "commandmap_build_menu.xml" in the examples directory for example map compile parameters
    - you should compile with sunlight only and skip other lights (looks better IMHO)

    Known Bugs
    ==========
    - some faces have strange UV alignment, mostly shaders, dunno why

    Keyboard / Mouse shortcuts
    ==========================
    Left Mouse      switch between orthogonal and freeflight mode (yes, you can even fly through the map!)
    Right Mouse     switch through the three images colormap, lightmap and combined
    RETURN          saves the current image to the levelshots directory (bspname_colormap.tga, bspname_lightmap.tga, bspname_combined.tga)
    SPACE           turns wireframe mode on/off
    ARROWS          camera movement

    Commandmap.ini Reference
    ========================
    [Commandmap]                                // header, leave it alone
    map=ffm                                     // bsp name
    mapsize=8192                                // max map size from 0,0 (your map should fit inside a square of these dimensions)
    offx=0                                      // offset X if map is not centered
    offy=0                                      // offset Y if map is not centered
    texscale=                                   // this is always 1.0/mapsize to make a "drawn like" look of the colormap
                                                   if you want to see the textures enter 1
    BSP_MissingTexture=textures/notex.png       // missing textures (ex. shaders!) are replace by this texture
    path_to_et_textures=x:/                     // additional ET textures the program can use if no texture has been found yet
    cmapsize=512                                // size of the commandmap, should be 512 or 1024
    exclude=sky,common,terrain                  // textures to exclude like here: sky brushes, common textures or even terrain if not needed
                                                   the program looks for text matches in the texture names, so commonbrick would be discarded too
    cameraspeed=10                              // speed of the camera movement

    1 download

       (0 reviews)

    0 comments

    Submitted

  12. gmax Chris Cookson tools for rtcw

    I got no more info than these are 3ds max and gmax plugins for rtcw

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Ikonatto's conversion tool

    1) Get Ikonatto's conversion tool, you can find it within this archive...
    2)Open mdsmx.cfg

        Use:
        MODE=1
        MDS=input/body.mds
        MDM=output/body.mdm
        MDMSOURCE=input/body.mdm
        REFERENCEMDM=ref/body.mdm
     
    3)run mdsmx.exe
    Now you have body.mdm in output directory , BUT tags will be badly rotated resulting in bad visual artifacts like displaced gun/head etc..
    So we must continue
    4)copy body.mdm from output to input
    Get some body.mdm from pak0.pk3 (original ET mdm file, doesnt mind which character)
    put it to ref directory
    5) open mdsmx.cfg and change MODE to 4
    6) run mdsmx.exe and then you will have correct MDM file in output, you can use it if you have permission, because it appears correctly in game..
    You will also need to take care about head, but that is really diffirent story, unchanged RTCW heads will not do much problems if you dont use ET helmet or cap..
    7) copy rtcw .skin files and rename them to following :
    modelname_skinname.skin , where modelname will be model name ( duh!, but of course without extension ) and skinname will be same as field in character file ( by default these are : soldier, medic, engineer, fieldops, cvops ), you should copy in stuff from RTCW versions of this file, and also put there playerscale and desired amount after that ( 1.2 should be ok ), if there are some pathes to textures and they arent right change them.. ( this will happen if you use another folder )
    Thanks to Ikonatto for this tool so you can concert your favourite MDS model to ET..
    If you are able to change RTCW MDS models you can even alter ET ones..
    EDIT: Small example from light_test map
     
    Those used edited head, you can do it in 3ds/gmax by importing standart ET head, and then rtcw head, delete ET head , keep only tag_mouth from it and delete tags from RTCW head, after that copy tag_mouth and attach head to it, this will make rtcw head somewhat animated, dont forget to rename head back to h_head and delete copied tag polygon
    after that move original tag_mouth to be somewhere around neck or slightly under it
    Export it and now ET cap/helmet should work  
    On those example characters i shoot all helmet stuff down to make it look more like originals..
    Again thanks a ton to Ikonatto , and dont forget that this is licensed stuff...

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  14. Uv maps for player models

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

    2 downloads

       (0 reviews)

    0 comments

    Submitted

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