If you want to link to a file, use the "Link to file" link for that. Direct linking to the files itself is prohibited.
coop.rar | The missing coop.c script from the Vietcong Scripting SDK (vc_script_sdk096.zip). | 2 KB | | 08.01.2008 15:18:41 |
vc_coop.rar | vc_coop.c This is a script that I've converted from the original coop.c script, it allows players to play coop as VC.
This is not the script that I use on my maps, so there's no fancy stuff like AI allies, AI patrols, LZ end rule, Assassination mode etc. | 3 KB | | 01.06.2004 19:26:33 |
Tiroliene script.rar | Tirolienne script
author : [SGC] Xeron | 5 KB | | 17.09.2012 00:29:46 |
tdmc.c | TDMC script, based on the TDM example script from the Vietcong SDK.
The difference to the normal TDM is that players can choose their weapons and weapons placed on the map are disabled. | 6 KB | | 09.07.2005 14:30:49 |
WCXplugin.rar | This plugin allows the Editors to get the proper files from the packed .cbf formats in the maps folder
This is required to make VC1 maps into VC2 maps...
Place this extracted file into your root Total Commander folder
Chavez_US | 18 KB | | 16.12.2006 17:37:47 |
BFCreator.zip | Creates CBF archives. Try this if the Total Commander plugin won't work. | 34 KB | | 26.12.2010 16:23:19 |
3DSMax.OBJPlugs.rar | Here 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 | | 11.12.2006 07:28:37 |
Helemt pack.rar | Heres 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 | | 20.01.2006 19:00:28 |
TMG-ScriptPackv1.7z | Most 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 | | 21.02.2009 09:59:45 |
BasicEditingPack.rar | this is a basic tutorial so you can set up the correct file structure for editing , also includes the correct files for coop map making...included inside is 54 scripts for vc set to battlemode with one A.I. machinegunner, and also the dxtex tool so you can view textures associated w/ objects...make sure you have editor downloaded...please read instruction notepads in each section before setting this up in your levels folder (within the vietcong folder...)
Have fun and enjoy the tutorials within the editor....
Each map i create averages 30+ hours...but WE (all of us the die hard editors from all the different entities) help keep this game alive...something new every 3 weeks or so it seems...i hope Vietcong#2 has an editor for it!....
Chavez
www.VietnamEliteTeamwork.com
****UPDATED 12-28-05****
| 104 KB | | 29.12.2005 07:14:22 |
VC2_INC.rar | Here 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 | | 06.09.2009 21:52:31 |
dxtex.rar | DxTex 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 | | 27.08.2007 23:01:16 |
vc_script_sdk096.zip | Vietcong Scripting SDK v0.96 including Coop! | 260 KB | | 30.04.2004 15:59:16 |
3dsmax6Plugins.rar | Create 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 | | 06.12.2005 17:43:04 |
Skin Pack.rar | VC2 arm textures. For adding of tour badge. | 281 KB | | 26.04.2006 13:59:58 |
3dsmax8Plugins.rar | Create 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 | | 06.12.2005 17:44:03 |
ChavezGrass.rar | VET - Chavez Grass Objects for Editor
3 styles of 3 each (Straight w bend, Sloped w bend, and circular)
1. Place BES's in Levels->Mapname->OBJ folder 2. Place textures in Levels->Mapname->Tex folder 3. Open Editor 4. Click Tools -> Rebuild TexDb 5. Click File -> Open -> Mapname.sco 6. In Editor Panel -> Database -> Current Level -> OBJ(ECTS) will be the files you are looking for...
If you can think of any other variations let me know...
http://www.freewebs.com/vietnameliteteamwork/ http://eliteteamwork.proboards.com/index.cgi?
Chavez_US (Rick) | 549 KB | | 02.04.2012 02:57:41 |
VCSkinTutorial_en.pdf | Tutorial for new Vietcong skins by [VCK]Mike | 944 KB | | 10.09.2004 18:46:15 |
smallobject_pack.rar | Collection of objects for maps. | 1136 KB | | 15.05.2004 18:12:22 |
VC2EditorPackFurniture.rar | Furniture 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 | | 17.12.2006 18:15:24 |