Paintball Mod needs Volunteers


(Berzerkr) #1

Last summer I began to work on a paintball mod for ET. Unfortunately the PC broke and I got a lot of stress at work…
Yesterday I found the mod including sources (images only) on the old hard-drive.

Well, ca. 90% are already finished. Now I need volunteers wich are willing to help me to finish this mod.
The last 10% are “only” to remove the WWII-sceanrio from the game (billboards, boxes, tanks, books and a bit other stuff).

If you’re interested to help, check out the six stock maps to see what’s already done and what’s still to do.

The mod including all sources:

DOWNLOAD HERE


(DeatH) #2

Ill give it a go. Should be a walk in the park.


(Qualmi) #3

can somebody give me a quick walkthrough how to make this run, i wanna test a bit :slight_smile:


(Berzerkr) #4

Put the pk3 in your etmain folder and start the et.exe.
Maybe you have to remove before other custom-mods to make it work.


(twt_thunder) #5

isn’t there an paintball mod allready? i thought i’ve seen one… with blue and red teams?


(kamikazee) #6

[QUOTE=thunderpwn;189739]isn’t there an paintball mod allready? i thought i’ve seen one… with blue and red teams?[/QUOTE]I know there’s one for Quake 2. I have never seen one for W:ET though.


(twt_thunder) #7

but i’ve played one…i’ll try to find it

EDIT: here…i knew we had a mod like this on server for 2-3 years ago

http://www.norfighters.com/etpub/Paintball_Mod_v.2.pk3


(eiM) #8

but all this mod is about is changing textures and the look, nothing weapon related afaik?


(Berzerkr) #9

Right. The weapons handle like the same as before.
Only thing that is changed, you shoot now with red paint and the weapons got another sound.
It’s just a fun-mod. :slight_smile:


(unf4z3d) #10

MY two cents:

reorganize ur pk3, theres still some excess files i tihnk ,a dn your naming conventions are highly irregular and confusing.

also, might be good to split map textures from sounds, from player model textures,s o ppl can use what parts they want, and not all if they want to…


(Berzerkr) #11

The pk3 contains only the needed files and the names I gave the textures are irrelevant. A few scripts are changed, so the whole thing works.
I only need a bit help from volunteers to retexture billboards, tanks and a nit other stuff to remove the WWII scenario.
To split it up in different parts would be contra-productive (because the goal is to give the game a another scenario). I already use changed scripts, so I can use jpg instead of tga and let weapons use sounds from the pak0 instead of replacing them to get the same effect.


(unf4z3d) #12

yeah, sorry if that looks like I was bashing ur skin, but it had crashed on me twice when i tried to post the whole thing with praise and more stuff, so in the end i just cut it down to that and went t sleep XD

looks nice, I especially like how u got the allied and axis flags to look :slight_smile:


(Berzerkr) #13

np mate, the way the playerskins work (filenames, folders, scripts) is really a bit unusual at the first look, but it has a logical structure and it’s easier for me when editing the .skin files.

xh.jpg = Axis helmet
xb.jpg = Axis body
xl.jpg = Axis leg
ah.jpg = Allied helmet
ab.jpg = Allied body
…and so on…

But hey, it saves a few MB and is working the way it should be, so I always do it this way. :slight_smile:

BTW: If you like the flags, the sources are here so you can make your own flags.


(unf4z3d) #14

looked over it again and,

tho it doesn’t save mbs much, for the purpose of simplicity, you can cut the naked skins down by changing the char files to reference a single skin, one called allied, one called axis

would make it much easier to understand…

also, placing skinfiles for axis and allies in fops and soldier folders is confuseing, might be easier to call them allied and axis


(Berzerkr) #15

One single skin for each team isn’t good enough, because there wouldn’t have different backpacks (not sure about the faces) to differ the playerclass.
The reason why I putted them into the folders allied/cvops and allied/soldier is, I’m using for both teams the allied body.mdm wich is already in pak0. So I don’t have to add it into the pk3 of the mod.