first time help


(kgbdino) #1

i have never made a mod for a game and i have no clue about it but i really wanna start so i was woundering if someone knows about some tutorials on how to start???
i would like it is someone could help me.
i am a quick learner and i really wanna make this work so please help me.
btw i am using windows xp pro if that has something to do with it.


([H4D3S]) #2

Well kgbdino, i dont know any tutorial to make a mod first time… There are a lot of tutorials to make models, paints to include in your mods.

To do a simple mod you will need this thigs:

Photoshop / Gimp or whatever that opens .tga files.
Winzip or Pakscape.
Milkshape 3d if you want to edit the guns…

So just go to ETMain folder(ie: C:/Program Files/Wolfenstein Enemy Territory/etmain/) and rename the pak0.pk3 to pak0.zip and extract it to any folder, then rename it again to pak0.pk3, or just open it with PakScape.

Now you have some files into the pak0, if you want make skins go to /models/players/temperate then chose the folder axis or allied into that folders you have the classes(ie: covertops folder, engineer folder, etc…), inside that classes folder you have body.tga and helmet.tga open it with Photoshop/Gimp/(insert your image editing program here) and have fun! :slight_smile:

If you want the edit the sounds go to /sound in your pak0 then you have some folders like chat, menu, maps, misc, movers, music, player, vehicles, vo, weapons and world just replace the sounds to whatever you want, must be .wav sounds i think. :expressionless:

If you want edit the 3dmodels go to \models\multiplayer for edit weapons.

These are some simple things to edit, you can do much more things exploring the pak0 and using the source code.

Some util stuff to download:
PakScape
Gimp
You can download theMilkshape Trial version for 31days, but if you realy want to work seriously whit models is better buy it. :wink:
Enemy Territory Tools and Source code

EDIT:
Well i found this:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=11170&highlight=making+graphical+mod


(kgbdino) #3

thanks man both your help and the web page helped alot


([H4D3S]) #4

Well i advise you to make a copy of pak0.pk3 because if you edit the original pak0 the game will not enter in normal servers…


(FREAK!!!) #5

for mapping/coding, you always should have 2 installations of ET, one for normal Playing and one for mapping/coding and first try out of your stuff.
if you think, you’re done, then you can copy our map/mod in your normal et-installation. because, it has less textures/models than the modding-installation you can often find bugs (like missing textures/shaders/files) in your stuff, before you release a “buggy” version to public…


(SCDS_reyalP) #6

You shouldn’t ever modify the existing paks. There is no need to. If you need to override an existing asset, make your own pak that comes earlier in the search order (later in the alphabet)

Also, unless you are making a total conversion, or other mod that has its own fs_game and requires an installer, do not name your packs pak<N>.pk3 as ET will assume those are official packs, and refuse to connect if they are not present on the client.

You can find my very rough draft description of how the ET filesystem works here:
http://www.worldwidegaming.org/modules.php?name=Forums&file=viewtopic&t=21