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Kate

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Kate last won the day on July 2

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About Kate

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  • Birthday 03/14/1983

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  1. Kate

    14 july 2019

    about Macron the French president and de rugy spending way too much money for dinners wich ones seems more private dinners instead to be with politic persons anyways Macron is killing our France all is money and hobbiistes for him https://www.thelocal.fr/20190710/french-minister-under-fire-over-dinners-with-500-a-bottle-wines-and-giant-lobsters?utm_source=piano&utm_medium=onsite&utm_campaign=71&tpcc=fr-just-rhs you have many infos here :https://www.mediapart.fr/en/english
  2. Kate

    14 july 2019

    but some bad moments aswell
  3. Kate

    14 july 2019

    yesterday at Paris been great moments here the evening : concert + tower eiffel and the morning will do not comment about Macron ..... some news inventions comming for our army
  4. sources Higgins @ Discord Based on Return to Castle Wolfenstein's engine, Enemy Territory started as an additional single-player campaign, but quickly evolved into a massive on-line shooter in minds of creators. The final product is a multiplayer-only, tactical and teamplay shooter. Pick your class (Soldier, medic, engineer, covert operations or field operations) and cover your teammates, heal them, build machinegun nests, bridges or deploy landmines, request airstrikes or artillery support, steal your enemy's uniform, and finally give your comrades ammo. In order to be successful, cooperative team playing is required. Post tutorial Report RSS EasyGen - Generate a terrain How to use EasyGen to generate a terrain, edit it, export it to mapping tool such as GtkRadiant, and test it under the game, here Wolfenstein Enemy Territory. Posted by Mateos on Mar 18th, 2011 - Basic Mapping/Technical Hi there, This tutorial will teach you how to make a terrain under EasyGen, modify it, texture, export it to mapping tool, and test it. Needed files and things: - EasyGen & ET Template for shaders. - Open pak01.pk3 in etmain, and extract textures and models folders. iZarc can do it, or just rename .pk3 to .zip to extract them, don't forget to rename it back to .pk3! - GtkRadiant, I use both 1.4.0 and 1.5.0, I prefer 1.4.0 for z axis, and 1.5.0 for texturing objects... As you like. The template files for ET has to be set in EasyGen/templates, and you'll have to edit the templatelist.txt in the same folder by adding: wolfet. Open Easygen, check the config looks like this, adapted to your ET mapping installation (It's recommended to have a second side fresh installation of the game for mapping): Left clic is to look around, right to move horizontally, left+right to move up and down. The Grid part is made to define the size of your map. Modifier is for relief, Alphamap to "paint" your map with textures, and Models to add models on your map easily, like Trees... In Modifier, select Hill in the list. You'll have a red box which will appears, and also a hill. CTRL+Left clic to move, CTRL+Right clic for the height of the hill. When you're done on a part of the map with a good height, clic on Apply: your modification is saved, and you can add more. If you want to see if the player can go everywhere clic on the yellow button in the bar: some yellow triangles could appear, it means player can't climb these parts. To correct this, use the Smooth command like Hill one. Note that you can see these triangles only in Rendering:Flat mode (Black and white button in the bar) Once you're done with relief, let's add textures. Go in Alphamap part, the black grid could be reduces with the Show: button, if you need just 3 textures put it at the minimum. You've to set a color in a box, then assign to it a texture with the 2 boxes on the right of the grid. To have textures, clic on Textures, Add folder... Select for exemple temperate_sd (Grass, and other). Put a color in the grid, and select a texture; Do it twice, you need at least 2 textures. To paint you map, do CTRL+SHIFT+Left clic. Keep in mind shaders can make a nice effect between 2 textures, but not 3! it will show a black triangle in this case when you'll clic on Rendering:Texture (Green and black icon in top bar). If you see an repeated texture effect too important, use +/-, also clic on the button Frame:none to remove the triangles limits and to have a clear sight of your map. At this step you can have something like this: Then, if you're done, clic on the EXP MAP button. Check if you have the following window: Also verify if Alphamap is pointing to your ET Mapping etmain folder, and that Metashader in pointing to etmain/scripts. It is really important, or GtkRadiant will not recognize the textures. Also select wolfet as template, it will make better shaders. Insert into a skybox will put your map in a box, you'll need to texture it in GtkRadiant after before compiling into a .bsp file. Add an info_player_start put the entity to enable you to spec your map for test, but you'll not be able to spawn (or game will crash if you try, or nothing will happen). Thin mesh could be tick, it smooths the relief, but extend a lot the compiling time. Include models is for the models you'll have added, let it ticked. Clic on continue. Now you have a .map in etmain, a .pcx alphamap in etmain, and a .shader in you etmain/scripts folder. In this last folder, open the shaderlist.txt and add your .shader file name without the extension: GtkRadiant will load it this way. Open you map in GtkRadiant. With CTRL+SHIFT+Left clic, select the right/left/front/back/top surfaces for the skybox texture. Clic on Textures, and select skies_sd. Let's put Siwa Oasis sky, to have a bright map, it's the sd_siwasky texture, it appears as Missing Shader but it's normal. Compilate with BSP, first option. It will be fast if you've just done terrain work without Thin mesh, check console at the bottom on GtkRadiant, I don't have personally any error (Red things), but it could happen, sometimes it means nothing, just ask in case of issues. Next step: test. Make a new folder, make a map and scripts folder in it. Take you .bsp and copy it from etmain/maps to this maps folder, same for you map .shader file, but in scripts folder. Make a .zip, rename it to .pk3, and put the .pk3 in etmain. Start the game, open console (² on Azerty, ~on Qwerty), type /devmap nameofbsp, and appreciate your work, which will look in my exemple as this: Feedback and questions are welcome!
  5. sources Higgins @ Discord Based on Return to Castle Wolfenstein's engine, Enemy Territory started as an additional single-player campaign, but quickly evolved into a massive on-line shooter in minds of creators. The final product is a multiplayer-only, tactical and teamplay shooter. Pick your class (Soldier, medic, engineer, covert operations or field operations) and cover your teammates, heal them, build machinegun nests, bridges or deploy landmines, request airstrikes or artillery support, steal your enemy's uniform, and finally give your comrades ammo. In order to be successful, cooperative team playing is required. Post tutorial Report RSS EasyGen - Generate a terrain How to use EasyGen to generate a terrain, edit it, export it to mapping tool such as GtkRadiant, and test it under the game, here Wolfenstein Enemy Territory. Posted by Mateos on Mar 18th, 2011 - Basic Mapping/Technical Hi there, This tutorial will teach you how to make a terrain under EasyGen, modify it, texture, export it to mapping tool, and test it. Needed files and things: - EasyGen & ET Template for shaders. - Open pak01.pk3 in etmain, and extract textures and models folders. iZarc can do it, or just rename .pk3 to .zip to extract them, don't forget to rename it back to .pk3! - GtkRadiant, I use both 1.4.0 and 1.5.0, I prefer 1.4.0 for z axis, and 1.5.0 for texturing objects... As you like. The template files for ET has to be set in EasyGen/templates, and you'll have to edit the templatelist.txt in the same folder by adding: wolfet. Open Easygen, check the config looks like this, adapted to your ET mapping installation (It's recommended to have a second side fresh installation of the game for mapping): Left clic is to look around, right to move horizontally, left+right to move up and down. The Grid part is made to define the size of your map. Modifier is for relief, Alphamap to "paint" your map with textures, and Models to add models on your map easily, like Trees... In Modifier, select Hill in the list. You'll have a red box which will appears, and also a hill. CTRL+Left clic to move, CTRL+Right clic for the height of the hill. When you're done on a part of the map with a good height, clic on Apply: your modification is saved, and you can add more. If you want to see if the player can go everywhere clic on the yellow button in the bar: some yellow triangles could appear, it means player can't climb these parts. To correct this, use the Smooth command like Hill one. Note that you can see these triangles only in Rendering:Flat mode (Black and white button in the bar) Once you're done with relief, let's add textures. Go in Alphamap part, the black grid could be reduces with the Show: button, if you need just 3 textures put it at the minimum. You've to set a color in a box, then assign to it a texture with the 2 boxes on the right of the grid. To have textures, clic on Textures, Add folder... Select for exemple temperate_sd (Grass, and other). Put a color in the grid, and select a texture; Do it twice, you need at least 2 textures. To paint you map, do CTRL+SHIFT+Left clic. Keep in mind shaders can make a nice effect between 2 textures, but not 3! it will show a black triangle in this case when you'll clic on Rendering:Texture (Green and black icon in top bar). If you see an repeated texture effect too important, use +/-, also clic on the button Frame:none to remove the triangles limits and to have a clear sight of your map. At this step you can have something like this: Then, if you're done, clic on the EXP MAP button. Check if you have the following window: Also verify if Alphamap is pointing to your ET Mapping etmain folder, and that Metashader in pointing to etmain/scripts. It is really important, or GtkRadiant will not recognize the textures. Also select wolfet as template, it will make better shaders. Insert into a skybox will put your map in a box, you'll need to texture it in GtkRadiant after before compiling into a .bsp file. Add an info_player_start put the entity to enable you to spec your map for test, but you'll not be able to spawn (or game will crash if you try, or nothing will happen). Thin mesh could be tick, it smooths the relief, but extend a lot the compiling time. Include models is for the models you'll have added, let it ticked. Clic on continue. Now you have a .map in etmain, a .pcx alphamap in etmain, and a .shader in you etmain/scripts folder. In this last folder, open the shaderlist.txt and add your .shader file name without the extension: GtkRadiant will load it this way. Open you map in GtkRadiant. With CTRL+SHIFT+Left clic, select the right/left/front/back/top surfaces for the skybox texture. Clic on Textures, and select skies_sd. Let's put Siwa Oasis sky, to have a bright map, it's the sd_siwasky texture, it appears as Missing Shader but it's normal. Compilate with BSP, first option. It will be fast if you've just done terrain work without Thin mesh, check console at the bottom on GtkRadiant, I don't have personally any error (Red things), but it could happen, sometimes it means nothing, just ask in case of issues. Next step: test. Make a new folder, make a map and scripts folder in it. Take you .bsp and copy it from etmain/maps to this maps folder, same for you map .shader file, but in scripts folder. Make a .zip, rename it to .pk3, and put the .pk3 in etmain. Start the game, open console (² on Azerty, ~on Qwerty), type /devmap nameofbsp, and appreciate your work, which will look in my exemple as this: Feedback and questions are welcome!
  6. nice pic :d

  7. Version 1.0.0

    4 downloads

    AXIS 1 "Primary Objective:**Defend the main entrance." 2 "Primary Objective:**Defend the bunker and the safe." 3 "Primary Objective:**Destroy the radio transmiter." ALLIEDS 1 "Primary Objective:**Destroy the main entrance." 2 "Primary Objective:**Steal the breifcase from the bunker." 3 "Primary Objective:**Transmit the secret information from the briefcase to the base."
  8. Smelly we all wish you a soon recovery any times i dont see you for a while i worry a lot cuz u tell us since a while about the cancer
  9. Version 1.0.0

    2 downloads

    a program to can update the waypoints Tortoise has to be installed
  10. what laptop did you use Pappy ? i use an ASUS
    this map with the tank is buggy times to times
  11. hi kate :)don't suppose you have waypoints for tramfight_b1 in your library  I have searched internet and other site and found nothing didn't even know map existed :)

     

    1. Show previous comments  2 more
    2. Kate

      Kate

      you got the bots ? you are from sky clan right?

    3. SHOGUN

      SHOGUN

      no kate I am old uk shogun now rename 9mm -=shogun=- aka 9mm spooky :)

      http://splatterladder.com/?mod=claninfo&idx=163229 old clan 

      http://splatterladder.com/?mod=claninfo&idx=164359 new clan

       

      I got bots but they don't move

       

      tramfight_b1 seems a decent map for a change I like trmfght_b2 I have that on serve a few times

       

    4. Kate

      Kate

      sent me your bots and map name version u use attach them at the bottom of your post

  12. This is why I don't really believe in that project. It's easy to put some effort for a few months, but it requires years of effort to get some playable results. Wish them all the best, but I don't believe ET2 will succeed Lot of hype around that ET2. But you know, they only demonstrated some visual for now. I don't believe that will go past a few months of effort. It's not the first attempt at "reviving ET", and not the last. They all failed till now
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