Wolfzone

A S.T.A.L.K.E.R.: Call of Pripyat Total Conversion

Tags: conversion
Written by YannG | 12 december 2015 | Classified in: News | Tags: conversion, engine

News From December 9

To get the Wolfzone mod development move forward quickly, i switched to ET:Legacy engine. It's a really good engine with a lot of bugs fixed and many improvements made.

But unfortunately, at the level of the source code, ET:Legacy engine is not really compatible with the old Wolfenstein: Enemy Territory engine and obviously with the Wolfzone mod and all the modifications which I had made.

So, for me, the biggest difficulty of these last weeks was to merge ET:Legacy engine and mod with Wolfzone mod.

I still have some work to do, but overall, the mod, in it's new configuration is almost done to get an almost payable version ready to be released.

What remains to be done?

  • Check for correct operation of bots,
  • Append all the Wolfzone mod weapons,
  • Integrate Limbo menu and inventory.

What is new with the ET:Legacy engine switch?

  • Windows version (tested with Windows XP and Windows 7),
  • The sound works well now,
  • OpenGL 3 and up support.

So i'm working on it, and with a little luck the almost playable version will be available before Christmas.

And finally, I would like to show you those skins and player models from marze addon working with Wolfzone mod.

Green Team Skins
Green Team Skins

Blue Team Skins
Blue Team Skins


Written by YannG | 04 november 2014 | Classified in: News | Tags: conversion, models

Import Wolf:ET MDM/MDX Models Into Blender

Few months ago, I have successfully tried to import RTCW MDS models into Blender, but my primary goal was to import Wolf:ET MDM/MDX models into Blender.

This goal is now reached, and this is how the Allied soldier looks into Blender:

The next step is now to import back the tweaked model from Blender to Wolf:ET engine.

Note: Body player models are headless, because head models are stored separately into distinct files, Bodies and heads are combined again when engine display players.


Written by YannG | 11 june 2014 | Classified in: News | Tags: conversion, models

Import Wolf:ET Skeletal Models Into Blender

Since few days, I'm trying to find a way to import MDM/MDX skeletals models from Wolfenstein: Enemy Territory to Blender because there is no working importer available.

It's far more easy to have all data into the same file and Return To Castle Wolfenstein MDS file format is almost the same format than MDM/MDX file format except that mesh and animations are stored in the same file, so I have first tried with RTCW models.

And this is how Inge looks in Blender:

After subdivision and smoothing and before tweaking:

Mesh needs to be tweaked to remove not needed triangles and to improve UV mapping but the import process is working now.

Note: Body player models are headless, because head models are stored separately into distinct files, Bodies and heads are combined again when engine display players.