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codes sources and   Enemy Territory GPL source release

32 files

  1. tramfight_b2_source

    You are free to use any assets from the zip file for your own ( non-commercial) projects...
    There is only one very important condition:
    If you make any changes to content such as textures, shaders or ASE/Md3 models.
    You must rename your version to avoid any name conflicts between your version and the ones in tramfight !
    FireFly 2009
     

    0 downloads

       (0 reviews)

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    Updated

  2. loffys_ctf_prefab2 sources

    map s sources 

    5 downloads

       (0 reviews)

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    Submitted

  3. stiglitz_b1_source

    map code

    3 downloads

       (0 reviews)

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    Submitted

  4. etl_frostbite_v5 s code s sources

    thanks  for the ET mappers

    3 downloads

       (0 reviews)

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  5. saberpeakSource

    File:         saberpeakSource.zip
    Author:       NOP
    Release date: August 11, 2004
    Website:     http://home.comcast.net/~saberpeak/
    These are the source files for the enemy territory map saberpeak. I am 
    releasing these files so they can be used by others for learning or level 
    editing. 
    You are free to distribute and use any portions of these files as prefabs 
    in your own maps, as long as the final product is made available free to 
    the public. There is only one very important condition:
    IF YOU MAKE ANY CHANGES TO ANY CONTENT THAT IS LOADED WHEN THE 
    GAME RUNS(I.E. CONTENT THAT IS NOT COMPILED SUCH AS TEXTURES, SHADERS OR MD3 MODELS), 
    YOU MUST RENAME YOUR VERSIONS SO THAT NO NAME CONFLICTS OCCUR BETWEEN 
    YOUR VERSIONS AND THE ONES IN SABERPEAK.
    For example if you make changes to a texture, you need to rename it (or put it in a different path). 
    As long as you follow this rule you are free to make any changes you want
    including releasing different versions of the map(for example smaller versions
    suited better for clan matches etc). But again don't use the word saberpeak at the
    beginning of your map name(for example saberpeak_small or saberpeak_3vs3) for the reasons 
    outlined above.
    Note also that all the .ase models can be opened with a text editor if you want
    to change the shaders/textures used on them.
    Disclaimer: Use these files at your own risk. Although I tried to make the 
    brushwork as efficient as possible, due to time constraints, some times the 
    rule of "As long as it works it's good enough" was applied.

    INSTALLATION AND USAGE
    Place the contents of each directory in the respective directories in your
    etmain folder. You also need to download saberpeak.pk3 from the website to
    get the complete list of textures, shaders and model files. Any files already in
    saberpeak.pk3 were not included in this zip.
    Detailed installation instructions:
    MAP:      Place saberpeak.map in your etmain/maps folder.
    TEXTURES: Place the SaberPeak_editor and the common folders in your etmain/textures folder.
              If you already have a common folder in your textures directory just copy
              the contents of the folder.
    MODELS:   Place the saberpeak_ase folder in your etmain/models folder.
    SHADERS:  Place the CONTENTS of the common.shader file in your common.shader file in your
              etmain/scripts folder. You can open the common.shader file with any
              text editor(for example Notepad). If you already have shaders with the same
              names in your common.shader file you may safely replace them with 
              the ones in the common.shader file that comes with this zip as they,
              give the same results.
    PCX    :  Place the file called saberpeak.pcx in your etmain folder.
    EASYGEN:  I have also included the original easygen file used to generate the 
              terrain called saberpeak.eng. Note that this file is included purely 
              for reference, as the terrain was heavily modified in radiant later on. 
              If you want to see what was left of the original easygen terrain select the 
              easygenTerrain func_group in radiant(the "floor" of the resort area is 
              also part of the easygen terrain.)
              To use it place easygen.eng anywhere you want and open it with easygen. 
              Then do import Alphamap and import the saberpeak.pcx file
              It shouldn't be very hard to assign the appropriate texture to each color
              to get the right texture distribution for the terrain. Just use the map
              as a reference.
    .pk3:     Also don't forget to download saberpeak.pk3 from the release website and 
              place it in your etmain folder.
    If you follow these steps correctly, you should see no brushes or models with 
    the "SHADER NOT FOUND" or the "SHADER IMAGE MISSING" texture on them when you load the map in radiant.
     
    COMPILING NOTES
    This map requires q3map2 2.5.14 or later to compile correctly.
    The compile options used during compilation were as follows:
    BSP: -meta
    VIS: -vis
    Light: -gamma 2 -compensate 4 -patchshadows -external -lighmapsize 512 -samples 3 -shade
    NOTE: The lightmaps were modified in photoshop after compile to remove some 
    unwanted shadows in certain areas. This is why if you compile the map with the above options
    it might not match exactly the version in saberpeak.pk3
     
    DON'T REINVENT THE WHEEL. USE, REUSE, AND THEN USE AGAIN.
     
     

    3 downloads

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  6. mlb_temple source

    source map

    1 download

       (0 reviews)

    0 comments

    Updated

  7. mlb_starbase source

    map code

    2 downloads

       (0 reviews)

    0 comments

    Updated

  8. mlb_hotchkiss source

    map  code

    2 downloads

       (0 reviews)

    0 comments

    Updated

  9. mlb_egypt source

    map code

    4 downloads

       (0 reviews)

    0 comments

    Updated

  10. mlb_daybreak source

    map code

    0 downloads

       (0 reviews)

    0 comments

    Updated

  11. mlb_carnage source

    map code

    0 downloads

       (0 reviews)

    0 comments

    Updated

  12. mlb_d_day source

    map code

    0 downloads

       (0 reviews)

    0 comments

    Updated

  13. mlb_beach source

    map  code

    0 downloads

       (0 reviews)

    0 comments

    Updated

  14. mlb_bayraid source

    map code

    1 download

       (0 reviews)

    0 comments

    Updated

  15. sw_el_kef map 's sources

    map s sources
     

    1 download

       (0 reviews)

    0 comments

    Updated

  16. mml_church_et_v1_source

    Wolfenstein: Enemy Territory Map - MML_CHURCH_ET_V1_SOURCE -
    Installation instructions:
    Unzip the file and place the folders into the correct heirarchy in your etmain/ folder.
    NOTE:
    This file only contains the .MAP file and some miscellaneous compile-time files (MD3s and their
    associated textures).
    To get the rest of the assets, you must have downloaded and extracted the contents of
    MML_CHURCH_ET_V1.PK3 file into the correct heirarchy in your etmain/ folder.
    To get this file go to http://theburrow.rtcwfiles.com.
    Copyright:
    Authors MAY use this level as a base to build additional levels for ENEMY TERRITORY ONLY.
    Some of the contained assets are modified versions of the original ET ones, and as such can only
    be re-used for Enemy Territory-based maps / mods.
    All custom textures remain copyright © 2002-2003 Barry Swan
    Usage and redistribution policy:
    All custom textures may be freely downloaded, modified, and used in free maps, mods or total
    conversions provided this copyright notice is left intact and a link to
    http://theburrow.rtcwfiles.com is provided in the credits or read-me file.
     
     

    4 downloads

       (0 reviews)

    0 comments

    Updated

  17. berserk_te sources

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  18. eabank sources

    Author        : Calibra8v
    Email address    : [email protected]

    No Landmine support for grass.To much Mines are for noobs.It was first time a mistake in the  shader file,but now i like that not everybody can plant mines...so its like allways NO MINE SUPPORT!
    Thats NO BUG.If you want to suport landmine! then make a Shader file!
     
     

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  19. duplex_towers_source

    map sources for : 
     

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  20. vesuvius_source

    You are free to use any assets from the zip file for your own ( non-commercial) projects...
    There is only one very important condition:
    If you make any changes to content such as textures, shaders or ASE/Md3 models.
    You must rename your version to avoid any name conflicts between your version and the ones in Vesuvius !
    Mrfin & FireFly 2009

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  21. pirates_source

    pirates source map

    4 downloads

       (0 reviews)

    0 comments

    Submitted

  22. eagles_sourcemap

    dont sure for wich eagles versions

    7 downloads

       (0 reviews)

    0 comments

    Updated

  23. ctf_faction_source

    source TWT

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  24. wolf_et_map_source

    About This File
    http://www.splashdamage.com/node/257
    Wolfenstein: Enemy Territory Map Source Files Released

    We are happy to announce that we have received approval from Kevin Cloud over at id Software to release the source maps that we created during our development of Wolfenstein: Enemy Territory. This is a belated present to mark Wolf:ET's fifth birthday that we reported on last month. The package is a modest 6 Megabytes in size and includes source .map files for all six of the officially released maps.
    On a side note, for those of you wanting to import the maps into Enemy Territory: QUAKE Wars, jRAD and Torchy assure me that this is indeed possible as EditWorld will happily import *.map files. Keep in mind that it will require some of the obvious texture path replacements and entity work, though.
                             
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    e.         in any other manner and through any medium whatsoever commercially exploit the Software or use the Software for any commercial purpose;
    f.          disassemble, reverse engineer, decompile, modify (except as permitted by Section 3. hereinbelow) or alter the Software;
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    17 downloads

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  25. coast_b1_source

    =General information=
    =====================
    Wolfenstein: Enemy Territory
    Custom multiplayer map
    Name: Coast
    Version: Beta1
    Shortname: coast_b1
    Release date: 15.12.2009
    Teamsize: 5 vs 5
    Map by: eiM
    ============
    =Tools Used=
    ============
    GTK Radiant 1.5RC1 & GTK Radiant 1.4
    Q3Map2 2.5.16
    Q3Map2 GUI
    Notepad
    Adobe Photoshop CS
    Enemy Territory
    ========================
    =Mapping resources used=
    ========================
    http://www.splashdamage.com/forums/
    http://simland.planetquake.gamespy.com
    http://en.wikibooks.org/wiki/Q3Map2
    http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/
    http://nibsworld.com/rtcw/
    http://www.wolfensteinx.com/surface/tutorials.html
    http://tramdesign.planetwolfenstein.gamespy.com/resources.html
    http://bubba.planetquake.gamespy.com/
    http://www.level-designer.de

    11 downloads

       (0 reviews)

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