Downloads

Only one download at a time allowed! Please don't use any download accelerators, FlashGet or that kind of crap! Thank you!
If you want to link to a file, use the "Link to file" link for that. Direct linking to the files itself is prohibited. You should have cookies enabled in your browser!
Search
Filename Description Size Category Date
MegaCollectionOLD.rar2-28-2012

Starting with the basics. This content has been availiable over the last 8 years. There are some fixes i have personally made to "some" objects in these packs. Not physically changed the objects size, but improved the polygon counts, and re-UVW mapped the textures.

Some objects have to be manipulated/scaled on different axises to make them realistically sized.

Place the .bes files into the objects file, and the textures into the tex file. Rebuild texdatabase, in the editor, and re-open your terrainname.sco ... In your editor panel, underneath "Current Level" there will be a subfolder named OBJ or OBJECTS. Click on the plus sign, and all of the bes'es will be there for you to click on and check out. If a texture appears white, then you have two textures of the same name in a tex folder within the main tex folder. Simply delete one of the duplicates.

Next uploads will be categorized, and new (some brand new)
More to come over the next couple of days.

Rick (Chavez_US)
19130 KB
Editing
29.02.2012 09:29:54
BasicEditingPackRev.rarChavez' Basic Editing Pack - Revision (Updated 12-28-2007)

This is an updated editing pack with very easy to understand text notepad tutorials. Please install the editor prior to setting up the levels folder within your Vietcong main folder.

Within this pack includes my terrain VET_AP_GU i made for the custom map contest. I have stripped everything from it except the waypoints, and a few other objects. (Palm Trees from VC2, Termit Mound, US Tent, and Grass)

The scripts for 52 VC are also included (compliments from our lead scripter SAS_OZ)...these scripts are a combination of VET_ATTLEBORO and the recent VET_AP_GU maps to a certain degree...

So have fun placing the objects, ambient nature sounds, and nature foliage, and of course the 52 VC...

I decided to make this update after reviewing the older Editing Pack i created,..things have drastically changed since then...

Rick (Chavez/Chavez_US) Co-founder Vietnam Elite Teamwork
www.freewebs.com/vietnameliteteamwork/
11624 KB
Editing
29.12.2007 05:51:34
ChavezCreations.rarCHAVEZ_2012-02-29_00-27-10.bmpChavezCreations

This is a small collection of my custom objects and collected objects with lowered poly counts.

In this download:
Chavez_BarbedWireObjects (1 Simple round, and 1 straight)
Chavez_Barrels (numerous types, low poly)
Chavez_Boxes (numerous types)
Chavez_Bunkers and Sandbags (numerous types)
Chavez_Food (Rice for bowls, vases, and baskets)
Chavez_Gravesite (For a cemetary setting)
Chavez_Ladders (numerous sizes)
Chavez_Mirror
Chavez_MovingBodyOfWater
Chavez_Pogodas&tex's2
Chavez_Snake
Chavez_Soap_Dispenser
Chavez_VCPropaganda
Chavez_WoodenTunnelSupports
ChavezDarkRocksReUVWed (Darker editor rocks of same texture)
ChavezPunjis (3-killsimmediately, no collision, slowdeath)
ChavezRocks (All editor rocks are same texture)
ChavezTilingUVWsTexture(for perfect UVW tiling)
ChavezToiletWater&Turds
ChavezVehicles (trucks x 3, ziln x 2)

Left out are my Buildings, Signs, and Posters. These will be availiable soon...

Rick (Chavez_US)
8318 KB
Editing
29.02.2012 10:41:42
smallobject_pack.rarCollection of objects for maps.1136 KB
Editing
15.05.2004 18:12:22
3dsmax6Plugins.rarCreate a file called PteroMax plugins...put this .rar in that folder...extract contents in there...cut paste contents of each folder in the respective folders within your Max program folder...

Put "contents" of cfg folder into your Max cfg folder.
Put "contents" of plugins into your Max plugins folder.
Put pterotools folder (located in the scripts folder) into your Max scripts folder.
Put "contents" of startup folder (located in the scripts folder) into your Max startup folder
Put "contents" of discreet folder (located in the UI folder) into your Max discreet folder.
Put "contents" of icons folder (located in the UI folder) into your Max icons folder.
Put "contents" of macroscripts folder (located in the UI folder) into your Max macroscripts folder.

Chavez_US/Chavez
278 KB
Editing
06.12.2005 17:43:04
3dsmax8Plugins.rarCreate a file called PteroMax plugins...put this .rar in that folder...extract contents in there...cut paste contents of each folder in the respective folders within your Max program folder...

Put "contents" of cfg folder into your Max cfg folder.
Put "contents" of plugins into your Max plugins folder.
Put pterotools folder (located in the scripts folder) into your Max scripts folder.
Put "contents" of startup folder (located in the scripts folder) into your Max startup folder
Put "contents" of discreet folder (located in the UI folder) into your Max discreet folder.
Put "contents" of icons folder (located in the UI folder) into your Max icons folder.
Put "contents" of macroscripts folder (located in the UI folder) into your Max macroscripts folder.

Chavez_US/Chavez
285 KB
Editing
06.12.2005 17:44:03
BFCreator.zipCreates CBF archives. Try this if the Total Commander plugin won't work.34 KB
Editing
26.12.2010 16:23:19
WaterIFLPack.rarCreating IFL's in 3dsmax tutorial and several texture folders with textures for doing them...

Compliments of Chavez_US/Chavez

Visit our website at your convenience www.VietnamEliteTeamwork.com
4567 KB
Editing
16.12.2005 07:21:22
dxtex.rarDxTex tool

This tool is useful when you work with a texture .dds in photshop. For some reason the mipmaps are changed resulting in textures which stay in focus from all distances. For instance, a smooth texture located next to an over-pixelated texturte. This tool will help you get back the smooth appearance it had before you altered the origional .dds image in photoshop.

Once the DxTex tool is open and running do these following steps:
1. Select File open (locate your .dds image)
2. Select Format --> Change Surface Format
3. Select A8 R8 G8 B8 from the list
4. Save

Now you can rebuild texdb and reopen your scene...whalla! Smooth like the others :)

Rick (Chavez_US)
216 KB
Editing
27.08.2007 23:01:16
VC2EditorPackEQUIP.rarVC2EditorPackEQuiP_20061218012207.JPGEQUIPMENT PACK for VC2 Editor

Yet another addition for your G folders...

The equipments in this addon DO NOT HAVE ANY COLLSIONS...there are 3 of them that might affect your maps...they are noted in the information text file within the folder i packed...

Make sure you CUT then paste the contents from this G folder i made...otherwise you will have a G folder within a G folder...and that wont work well...

Rick (Chavez_US)
3054 KB
Editing
18.12.2006 01:22:08
VC2EditorPackFurniture.rarVC2EditorPackFurniture_20061217181444.JPGFurniture Pack for VC2

Heres another addon for your G folders for VC2 editor

I tested all objects for their collisions. Some of these are also in your VC2 editor (not many)...but this is necessary if you want maps converted from VC1 to VC2...

Place this folder within your G folder you have made (in your root VC2 folder)...then open the VC2 Editor. The select Tools-->Rebuild TexDB-->File-->Open-->Yourmap.sco-->View-->Editor Panel-->On.
Then select the Database tab...near the bottom click the button marked "Refresh"...then your Furniture folder will appear, and the textures are on all the objects...

Rick (Chavez_US)
1743 KB
Editing
17.12.2006 18:15:24
VC2_INC.rarHere are all of the scripts provided to me by www.Indiglow.co.uk (which is now non-existant) for VC2 editing...

There are numerous scripts here...Additionally you may find it difficult to mix scripts from Honzo, Maxovo, and Shigor to solve coop scripting...

What i was told is, not to mix them, if you use shigors scripts,...strictly use his scripts for that game mode...if you mix Shigors script with Maxovo's scripts you will get numerous errors, and can not finalize a map...If you use Maxovo scripts then strictly use Maxovo scripts...etc...

These scripts will go into your:

VC2 editor/dev/compiler folder...so after you extract this there you will have:

VC2 editor/dev/compiler/inc

Rick (Chavez_US)
198 KB
Editing
06.09.2009 21:52:31
3DSMax.OBJPlugs.rarHere are some plugins that you can use for your 3dsmax versions...

this will allow you to export your max objects/terrains from higher max versions to lower max versions (and vice versa) without errors...

Choose export (or import) wavefront ?.OBJ and youre good to go...

Rick (Chavez/Chavez_US)
42 KB
Editing
11.12.2006 07:28:37
Helemt pack.rarHeres a pack which contains two helmets that can be edited. They are in the DDS format so you will need to get a DDS plugin for photoshop to edit them.


Send the files to me (Chris).


Thanks.
65 KB
Editing
20.01.2006 19:00:28
VC2EditorPackNature.rarVC2EditorPackNature_20061217181800.JPGheres a step up for you VC2 editors out there...

I proudly present all of the Nature objects from VC1's Fist Alpha. I'm also including a notepad for the description to each Czech name for the objects in the Nature pack categories...

More packs will come within the next few weeks...

Rick [ Chavez/Chavez_US ( Co-founder www.freewebs.com/VietnamEliteTeamwork ) ]
11647 KB
Editing
17.12.2006 18:18:00
VC2EditorPackBuildings.rarVC2EditorPackBuildings_20061217181728.JPGheres another step up for the VC2 Editors...

Buildings from the VC1 Fist Alpha Editor...

Unfortunately the collisions didnt work for 80% of the buildings...I will try to get those working if i have the time...

The components for this addon (to your G folder) are the VC1 buildings that work perfectly fine in the VC2 editor (tested for the associated sounds and collisions by me...)

Its preferred if you first download the VC2EditorPackNature.rar first before you download this file...

Rick (Chavez/Chavez_US/Indiglow Rick)




2419 KB
Editing
17.12.2006 18:17:28
jpv-scripts-pack.zipJPV Standard Scripts Pack

Feature:

1. Change of a recovery point.
2. Random arrangement of an enemy.
3. Support of Friendly AI.
4. The end conditions by the "point".
5. Respawn method "WholeTeam" has no recovery.
6. Weapons do not disappear.
7. End conditions are three, All Kill, LZ, and target exclusion.
8. Fog randomizing (a field of view also synchronizes).

These functions can be used very easily.
ON/OFF of a function... Rename of Waypoint... Only it!

and Tips.
http://pc-netgames.com/modules/xfsection/article.php?articleid=47
Sorry Japanese Onry.
Please translate into your language.
8628 KB
Editing
26.12.2004 10:58:28
jpv-moorland-code.zipJPV Standard Scripts Pack - Example 2

Feature and Keyword
1. Display objectives: Clear_Objectives(),Add_Obj(),Complete_Obj(),Fail_Obj()
2. Speech AI: SC_P_Speech2(),SC_P_GetWillTalk()
3. Side change AI (hide pilot): SC_P_ChangeSideGroupMemId()
7716 KB
Editing
26.12.2004 10:59:40
FRENCHROUTE.rarFrenchRouteVC2_20120318172905.jpgLevel folder for French Route VC2. (By Luke and Andy from Indiglow)

Here is the level folder for French Route. This contains a flying helicopter which does loops through the mission, and crew members can be on-board firing a mounted M60 at the VC on the terrain.

You will have to open this map in your editor, and also open the scipting files associated with the copter to see how it all works...

Rick (Chavez_US)

18455 KB
Editing
18.03.2012 17:29:05
TMG-ScriptPackv1.7zMost of the scripts that I've made for VC1, you can use these as you like, just give me credits.

Extract to Vietcong\dev\compiler\inc

- Don
90 KB
Editing
21.02.2009 09:59:45
<<|<| 1 2 3|>|>>
Total of 42 files
Last updated 20.3.2004 12:39:44 / Don Turtuma