xlr mineflags

just some quick custom mineflags i made axis and allies logos rather then red/blue with an "M" on them.

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just some quick custom mineflags i made axis and allies logos rather then red/blue with an "M" on them.

| readme - xlr_mineflags.txt | |installation|

place the pk3 in your etmain folder (the same folder youll find pak0.pk3) and make sure you have sv_allowdownload set to 1 if your server is pure (should be). the pk3 is small, wont take hardly any extra bandwidth so those on bandwidth limited servers shouldnt have any problems.

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Download 'xlr_mineflags.zip' (74KB)

Readme
-----------------------------
| readme - xlr_mineflags.txt |
|        contact me          |
------------------------------

you can find me as "xlr8shun" or some derivative thereof (xlr8shun`,
xlr8shun^, etc) on irc, efnet, etg, or gamesnet if you have questions. 

email: xlr8shun@hotmail.com

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| readme - xlr_mineflags.txt |
|        legal info          |
------------------------------

developers may use these in their works, as long as this readme is
included and credit is given where credit is due (i did)

this pk3 may be redistrubted in its original, unchanged condition
in the form of any media necessary. this pk3 itself may not be repackaged,
however the pk3 itself may be zipped, rared, aced, gzipped, tarred,
etc and redistrubuted as the user wishes. if the pk3 gets repackaged then 
you have multiple copies of the same thing floating around that may look
the same to you and me, but the quake3 engine (engine et is built from) 
sees the file as different (different crc) and this will make people
download the file again. keep it simple and just leave the pk3 alone pls.

also it should go without saying, but do not rename this pk3, as it will
not only create alot of dupicates around the web, but also depending on the 
name get loaded before the main pk3's resulting in the engine 'overwriting'
the customized flags and models with different ones. leave the pk3 alone pls.

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| readme - xlr_mineflags.txt |
|         credits            |
------------------------------

-flag textures were made by me with the help of visual refrences via google. 
-flag model was made by me, and reanimated by me with the help of 3dsmax 5.
replaced splash damage's triangular model which required me to reanimate it.
-flag pole model was made by splash damage (or their associates) and
remains property of splash damage (or their associates) it falls under legal
restrictions as indicated by the EULA you agreed to when you installed 
wolfenstein: enemy territory. the flag pole model has remained unchanged 
throughout the design, with the exception of the texture used on the flag pole,
it has been copied from pak0.pk3/textures/metal_misc and the texture name 
is 'ametal_m02.jpg'. this texture was made by splash damage (or their associates)
and again remains property of splash damage (or their associates) and falls
under legal restrictions as described in the EULA you agreed to when you installed
wolfenstein: enemy territory. DO NOT use the ametal_m02 or pole model in your own
works OUTSIDE of wolfenstein: enemy territory without consent from slpash damage
-md3's were recompiled by me with the help of plugins and/or scripts from chris 
cookson, pop-n-fresh, tical, and npherno.

3dsmax: http://www.discreet.com
google: http://www.google.com
splash damage: http://www.splashdamage.com
chris cookson: http://mojo.gmaxsupport.com
pop-n-fresh: pop_n_fresh@telus.net
tical: tical@kingpin.com
npherno: npherno@sunstorm.net

thanks to the above people/groups for their work for which if wasnt available
would have either made my job much tougher, or impossible.

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xlr8shun


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Registered 10th August 2003

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