4 - professional Ground Vehicle Rigging - Author: Brain Splitter
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By Guest Mauler
Level Of Detail Model tutorial
Here is an example of the HLOD model of the GDI Hummvee, The image shows us the amount of polys and what distance the model will render at... The HLOD system is also used when the settings are set lower to provide better performance.. the engine will choose an appropriate level of detail depending on what the slider is set to in the configuration menu...
To create a new HLOD model, we will need 4 models.. You can add addition models but 4 is a good number to start with
For this tutorial I will be using a tiberium crystal model that was orginally created for TCW and is in use across different maps on UltraAOW, You can get the example file used here
Let's begin!
First thing you notice I have 4 different models spread across the y-axis... and for mesh models "mcryXX" etc.. at the end of each mesh name is followed by a .00 .01 .02 etc.. The highest poly model you wish to display must be centered at 0,0,0, on the XYZ axis.. the remainder can be spread across the y-axis like mine is... the only one that matters is that .00 model.. It must be centered in the world axis.. the other files will be originated at the highest poly model on export anyway..
When done creating your model you will need to create " Origin " bones for level. As you can see above the small box centered to each level is a Origin box, and then each of the different level Origin box is linked to the proper 00, 01, 02, 03 level meshes
When I create LOD models, I tend to create the highest poly mesh and simply clone it and move it aside to create and edit lower poly meshes... you can edit the material, vertexs, faces, or anything to create a lower polygon model of the highest mesh
Here are the settings I used for the Origin bones and the actual mesh of the crystals, you can also take a look at the file provided for reference, I did not apply collisions to the actual crystal as I did not want the model to interfere with bullets,characters,vehicles... You can however change it to your preferences..
Once all the Origins, Meshes are completed, you can now export the model to W3D..
once exported the W3D is not complete.. we still need to configure the render distances and export the HLOD info..
Ok so open up the model in W3DViewer
As you can see the model is loaded, and rendering the highest polygon model ( .00 ) Currently the HLOD is not setup to switch to lower poly models...
and we will set them up and export to a model that will automatically switch depending on the player camera distance.
Since we have 4 models we will need 4 spots to where each level will render ingame...
Keyboard Keys to switch between levels of detail are [ key and ] key and spacebar to set the render distance
First I want to get the viewer camera set to about 25 units away.. you can see this at the bottom of the viewer under Camera
Now at about 30 units is want the model to switch the the .01 model, set the camera to 30 and press [ to render the next level ( .01 ) press spacebar to set the distance..
Now move back to about 40 to render the next level ( .02 ) press [ again and spacebar to set distance
Now move again back to about 50 to render the last model ( .03 ) press [ and spacebar
Now that we have set the distances we can check our results of the switching, go to LOD>Auto Switching then move you camera back and forth and you should see the model switch from the high poly model to the lower poly models...and after 50 units the crystals won't render at all
We've completed another step in the process but we need to export this new LOD model.. Go to file>export>LOD and make sure to save the file in a different directory as the other model we exported from max.. so you'll end up with 2 W3D files that share the same name...
Now w3dviewer doesn't export the LOD information.. so you will need to use TT 4.0 tools to get it working, we will need to use mergelod.exe to export a correct W3D model with the proper distance settings, so we can use it ingame
Now drag and drop both files into mergelod.exe
once dropped the file is now ready to use.. notice the 1kb file... that is the information file, the larger 2,023kb file is now the proper file to use... open your larger W3D file and check Autoswitch option.. it will now properly switch the models when you import into Renegade..
You can delete the 1kb model and simply rename the 2,023kb model back to the original file name without the (2)
Thanks for reading and goodluck!
You can get the TT 4.0 Editor/Game tools here
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By Guest Mauler
If you wish to host this tutorial elsewhere please let us know below..
I have finally gotten around to creating a simple tutorial on how to get lighting effects from 3DSMax 8 into Renegade, Some would call this "lightmapping"
when using this and some other tools TT have developed you too can get professional looking shadows, lighting effects... just one thing i should mention, this method is not dynamic lighting, but rather static baked in lighting
Let's begin
Open your completed level, textures are optional, but recommended that the level be completely textured before starting the process. Just easier to render and see the effect the lighting will have on the level
Here I have placed some lights and other atmosphere effects to the scene.
Let's render [F9] the scene and check out how the lighting looks, Everything looks fine, When you happy with the final product move on to the next step. **Remember to render often to check for lighting errors or glitches be sure to look at all surfaces etc..
Now that our lights are done, lets hide them and just keep the terrain I want to lightmap visible, First thing you want to do is clone all the terrain pieces you wish to apply the lighting to... In my case, it is the concrete boxes and ground. [Right Click > Clone]
Now both pieces are cloned simply move them to the side, Leave it there for now, we will work on that in a bit.. As you can see I've moved mine a bit off from center.
Now select the original two pieces and remove the materials from them [utilities Tab> UVW Remove>Materials Make sure "Set Gray" is checked]
With the materials off the original meshes, we need to combine them for the lightmap. [utilities>Collapse>Collapse Selected] This will make the pieces into one mesh.
Now that it is one mesh, we need to apply a UVW unwrap, Select the mesh [Modifiers>UV Coordinates>Unwrap UVW]
Now that it has applied a UV unwrap we need to flatten all faces for the lighting information. ** Before moving on set the "Map Channel" to 2, we will need to remember this for later
Under "Selection Modes" click on the third button to the left "Face Sub-object Mode" then select all faces in the scene [Ctrl+A] to select all, then we need to flatten, [Mapping>Flatten Mapping].
Once that is done just use the defaults that are displayed on my screenshot. Click "Ok" when done.
The modifier should auto-flatten to something similiar to what i got pictured above. Once that is done, move on to the next step.
Now we need to render the lighting information to a texture, [Rendering>Render to Texture]
This will provide a pop-up of the settings of the texture we will render, Set the Padding to 64, Object should "Use existing Channel" then set the channel to 2, we set this channel from earlier...
Continue down to "Add" button, Click on it and select "Lightingmap" after it will provide you with the ability to change the file name and type of the texture output [To change output location click on the " ... " ] **For lightmaps I tend to make them DDS with DXT-1 settings, and Use a 256x256 size
Once you are happy with file name and output location press "Render", You should see a pop up with the lightmap texture, something like my lightmap pictured above. Once rendered close the pop up windows
Now the lightmap texture is applied to the original mesh, At this point we need to detach the single mesh back into the orginal two pieces we started with.. [Right-Click on the mesh>Detach with the element tool] Once complete move on to the next step.
Now this is where the cloned copy of the original comes into play, We need to attach the cloned pieces to the lightmapped pieces. Ground>Ground, Concrete Boxes>Concrete Boxes... Once you attach the cloned copy to the lightmap meshes a pop up will appear [Pictured above] leave those default settings and press Ok.
Now that the pieces are attached together we need to re-apply the materials over the meshes, Once complete move to next step
Now the two pieces are retextured we need to get rid of the cloned mesh we made earlier [Mine was the top one] just make the mesh editable and select and delete the cloned mesh [Pictured above]
We are left with the one piece, Now we need to apply the lightmap texture we made earlier to the materials of the Ground and Concrete Boxes.. Go into the material editor [ M ] and apply the next step settings to the materials.
Vertex Tab, Stage 1 Mapping should be set to 2 Shader Tab, Pri-Gradient set to "Disable", Detail Color to "Scale" Textures Tab, Check Stage 1 Texture, And place the Lightmap texture you output earlier here, Click on "Clamp U" and "Clamp V" Once completed close material editor and Export your scene into a W3D Once all is complete and lightmap textures are applied to the mesh/meshes.. You will need to add a user defined parameter.. Right click, goto properties and goto User Defined tab... There you will see a text box add the line [ Prelit=true ] - everything in between the brackets.. And apply this line to all lightmapped mesh.. This is so that the Renegade vertex lighting system ignores these pre-baked light meshes
Here is my completed level with Lightmap applied in W3D Viewer... Enjoy! and experiment!!
This is what the model looks like without a lightmap texture and using default vertex lighting instead
Hope you guys learned a bit from this... you can now go and create some cool looking levels with this method of lightmapping I've provided for you...It can get very complex for larger, more detailed levels, so you will need to dedicate quite sometime to do it right!
I've only covered the basics on this tutorial, but I'm sure you guys can experiment and achieve more... Good luck and please feel free to post any questions you might have about Lightmapping in this tutorial thread...
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By Pwn Call
VIS Tutorial
By Pwn Call
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Intro
First I recommend that you read through this whole tutorial before you start it as well as the comments on the following pages. That way you can see why you need to do things a certain way and it may be different for your type of map. This way you can fix the issue early before you are too far into to it.
VIS is a system that Westwood created that allows for better FPS when playing Renegade. The basic principle behind VIS is that it allows your computer to only load what is visible in that specific map from where you are located. So for example if you are inside one of your buildings it won't bother to load the interiors (and most likely the exteriors) of the enemy base because they aren't in your line of view.
I learned how to do VIS from YSL Muffins original VIS tutorial which can be found here. This tutorial is quite in depth but can be quite confusing as well so hopefully mine is a little less confusing while still explaining it well. Also I use one of his pictures in my tutorial so credit goes to him.
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Step 1 - Create your level
Usually I like to make my level first then add my VIS sectors at the end, you can add them as you go if you want but I think it gets more confusing that way. Also you should only set up the sectors in Level Edit once you are done with everything else, otherwise things can get messed up easily.
Step 2 - Determine which type of sectors will work best with your map type
If your map is:
Flat - Use the plain sectors as shown in this tutorial for the entire thing, also make sure you add them for lower or higher levels of terrain, for example the tops of high rise structures or other high or low places you can get to.
Very Hilly terrain - Use the method to create sectors where you clone your terrain, and detach several vertices at a time. This will take much moretime but works much better with hilly terrain, allowing for much fewer VIS glitches later on. Also make sure to look closely for VIS glitches around the really steep parts of your map.
Mostly flat with some steep hills - Use the flat plain method for the flat parts of the map and use the clone terrain part for the hills.
Step 3 - Create your VIS Sectors
Alright here we go! So VIS sectors are basically meshes that lie below the surface of your map and you must create a VIS sector anywhere the player's camera can reach. For example when you are in first person mode the camera is exactly where the players head is, however in 3rd person mode, or more importantly when you are in a vehicle, the camera is somewhere above and behind the player. So with that being said you don't only have to put the sectors anywhere your player can go, but also off the edges of the map where they camera may be.
So look in this next example of me making my sectors for my map, they might not need to be that far off the sides but it is better to make them further off rather than not far enough off because it will give you hassles later on. Also I use a standard plane with 1 segment to keep poly's low and I believe the size I used was 25x25 meters. I wouldn't go much bigger than this with your sectors or a whole lot lower, it also depends on the size of your map.
Another important thing to do is to name your sector, I usually call the first one I make VIS and then when you clone it it will name the next one VIS01 and so on. This way you can select them all easily later because they will go under all of your terrain.
Now before you start cloning them all over your map make sure you lower them on the between about 1 and 1.5 meters.
Then clone it.
And repeat until you have the VIS sectors cover all of your terrain like so. It is extremely useful to use the Grid tool for this so it is easy to line them up, if you don't know how to use the Grid there is a tutorial I made here.
Also remember this map I am doing is all flat so planes work well for this. For most maps which are not flat you will have to create your VIS sectors a little differently. The best way to do it is to clone your floor terrain and lower it. Once you lower it you will have to select several vertices at a time and detach them until you have all of the sectors separated. Don't forget to lower it! It also helps if you do this before you texture it but it isn't necessary.
Now not only do you have to do this for your terrain it has to be done anywhere where your character can get to. For example you can see White Nyte's here which is walk onable so I have to make a sector for this like so.
And don't forget to lower it!
Now you don't have to put VIS sectors on everything, just things that are much higher or lower than the existing sectors. For example the top of White Nyte's is most likely too high for the sector and the ground to be effective, that is why I am adding on for the roof of the building. But smaller things like curbs or rocks that you can go on are low enough that you don't need to make a different sector for. I believe a sector works 10 meters above it but remember it is 1 meter below the ground and the camera can go up higher than your character or even higher in vehicles. Test it out and see what works best for your terrain.
Also the renegade buildings come with their own VIS sectors built in so you don't need to add them to the buildings.
Step 4 - Exporting
Before you export there is one more thing you have to do. First select all of your VIS sectors. Do this by selecting them by name which is really easy (if you named them VIS like I told you to earlier)
Now we have to set the W3D options of the VIS sectors. With them selected click on the Hammer icon on the upper right of your screen, then W3D Options. Then check off both hide and VIS under the collision settings. This allows your VIS sectors to be invisible but still work. They won't disappear in Gmax but they will be gone in LE.
Alright now you are good to export your map to Level Edit.
Step 5 - Level Edit Set Up
So now you should have exported your map with all of your sectors into Level Edit. First I would make sure you set everything else up in Level edit like buildings, waypaths, presets, etc. Also you have to have a Pathfind Generator somewhere on your map to set up the VIS or else Level Edit will crash when you set it up.
Now to start setting up you must do these 4 things in this order. The last 2 will take a while because it is creating all of the VIS points, and make sure you set the granularity to about 5, if you go any lower it takes a TON of time. If you have a crappy PC I recommend 8, you will just have to add more manual VIS points later.
Alright that took a while! Now you are almost done. Now what you have to do is walk around and look for VIS glitches. A VIS glitch is where the system thinks you cannot see an object so it won't load that object when in reality you should be able to see it. It looks something like this...
That is the inside of the refinery and there is a mesh there covering up that hole but it doesn't think you are supposed to be able to see that mesh. So what you must do is create a manual VIS point. To do this just hold down the control key and hit the accent button which has these symbols on it ` and ~ (left of the 1) so Ctrl+`. Once you do that it should fix the VIS glitch and make that mesh or object reappear. If it doesn't reappear try moving around or moving the camera around slightly and try it again, some VIS glitches are stubborn! Some cases if it can't be fixed it may be because there isn't a VIS sector in that location and in that case you need to go back to RenX and fix it.
Common places to look for these VIS glitches are as follows: Most of the Renegade buildings have them especially in and around the doorways, the hand of nod by the ped area windows has a ton of them so look there very thoroughly or add your own sectors to that spot, entrances and exits to tunnels, areas that have really steep slopes, corners, etc.
Also for finding ones around doors you can hit Ctrl+Shift+T which will hide the doors. Note that this also hides all tiles like trees or other objects you have made in your level, so once you are done around the doors hit Ctrl+Shift+T to make them reappear.
Once you make a manual VIS point it will appear in LE like a little camera to show where you have them.
Now walk all over your level and look for them, it is easier to find them in 3rd person mode because the camera swings wider so you will have more luck finding them.
After you walk around the whole level and find them all you can do it one more time only with tanks viewpoint. Do this by going to the Camera tab then choose the Mammoth Tank.
This should make your view look somewhat like this
Now when you are going around in this view you don't have to go anywhere a tank couldn't go. Also use the Mammoth tank because it has the widest turn radius for the camera. Really check the edges of your map and around buildings well cause these are places that are prone to VIS glitches.
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Flying Maps
For flying maps you have to have more than just the VIS layer under the ground, every 9 meters or so in height you need to add another layer until you reach the flight roof. That is really the only difference for flying maps.
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This is a very confusing tutorial for those of you who are new to VIS, so ask any questions you have below and I will help to answer them. Also if you know more about VIS than me let me know if I did something wrong or if there is a better way to do something!!!
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By Guest Mauler
RenX / Leveledit
Animation & Emitters
Ok, here is how to make an aggregate and put emitters on it. StoneRook and I (Bumpaneer) have been working on this for a long while, so if you have any questions you know where to direct them. First off you need a building. Here is mine.
The building must be centered at 0,0,0. Then create a box (1,1,1) and center it at 0,0,0. The name of your box will be the call to your aggregate. I used mghel_ag_1~ for mine. The ~ at the end of the file name is critical. When you have all this, export it as terrain.
Next start a new project, this will contain all the changing parts of your building. (Places where smoke will pop up, damaged tiles, etc). Here is mine for the chopper pad.
The triangles are two sets of lights, layered on top of each other. One set blinks and one set does not (for when the building is destroyed). Here is how to animate them so only one set shows up at a time. After both are created go to the Open Track View button.
Open up the objects tab and find the object you want to animate. Select it and click the Add Visibility Track option. You should now have an option labeled Visibility under your object name. Click the Add Keys button and choose a frame to start. You can right click on the key to change its value (1.0 for fully visible 0 for invisible). Here is what the setup should look like.
You`ve probably noticed that semi-visible box by now. That is used for any place you want to have an emitter, such as smoke. It is a 1x1x1 box that has a Visibility track. When it is visible you can see the smoke, when it is not, you can`t. The box has the aggregate box and hide checked under the w3d options. Once everything is all set up you are ready to export. When you export choose Hierarchical Animated Model. Make sure you DON`T name it what you told your building to look for (ex. mghel_ag_1 is WRONG for me). I just called mine testing. After all this is done we are done with RenX, so you can close it down.
The easiest way to add an emitter is to use one Westwood already created. I extracted e_19_smoke2.w3d from always.dat. Now open up your exported animation in W3d Viewer (testing.w3d for me). The go to File->Open and open the emitter aggregate you want to use (e_19_smoke2.w3d) OR create your own emitter. I am not going to go through how to do that now, read the Westwood tutorials. Under the Hierarchy tab, choose your model (TESTING for me) and go to the Hierarchy menu at the top. Choose Make Aggregate... and give it a name. The name you put here is the name you told your building to look for (ie. mghel_ag_1 for me). Your side menu should look something like this.
Click on the object name under the Aggregate tab (mghel_ag_1) and go to the aggregate menu. Choose the Bone Management option and click on the bone (or other object) you want to attach the emitter to. Find the emitter you want to attach in the Render object: dropdown box and click the attach button. After all that is set use the Export Aggregate button to export it.
You`ll need both .w3d files in your mod folder for Level Edit (ie testing.w3d and mghel_ag_1.w3d). In Level Edit create a new terrain object for your building exterior. Then create a new tile for your buildings aggregate. Point it to the aggregate you exported from W3D Viewer (mghel_ag_1). Set the physics type to BuildingAggregate and the AnimationMode to MANUAL. In the AnimationName box type the name of your animation (it comes from the original file so mine is testing.testing.).
Set what frames to display at what damage points farther down. And that should do it for you. Good Luck.
~Bumpaneer
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By Guest Mauler
How To make your own Full Conversion Mod.
Written by Oblivion165
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This is a Tutorial on how to compile your own mod. Such as Reborn, RenAlert ect.
During this tutorial i will use the name Renegade2 as the mod name.
Your will need these things to complete the task:
A De-Mixer (Mix, Dat, Pkg Extractor) i highly suggest "RenegadeEx"
RenegadeTools 2
Basic Skills with Renegade, some more advanced skills are needed.
Hard Drive Space
Step 1: Preparing
First Copy Your renegade folder, except Always.dat, Always2.dat and none of the .mix`s. Paste it in your westwood Dir.
Rename it to your mods name, such As "Renegade2"
Open LevelEdit and make a new mod called "Always", Copy Scripts.dll, and Scripts2.dll from your "Renegade2"
Folder and paste them into your mod folder, you do not have to put it in a scripts folder.
Open your Extractor, and open Always.dat from the original Renegade\data Dir.
Step 2: Hard Part
This is the hardest, longest part, be patient, it will go faster than you think.
A list of the needed files to run Renegade is here: Always List
As you get these files out of Always.dat, dump them into your mod folder. After you have All of the files from the list,
Extract your mod as "Always.dat" in your Mod Folder. The Game should be able to load fine now. If you would like to
play on a map just make a quick one, Keep in mind that the regular renegade maps wont run, they are
missing building files and such.
Step 3: Customization
As you go through the list of files you will see common types. Here is a generalized list of what they are and what they do.
"If_" Mostly Menu Items, Renegade menus are w3d files.
"Hud_" Images of Pt`s Your Personal Hud, and Health info
"H_a_" Player Animation, Runing shooting, everything
"W_" Weapon Models
"F_" First Person Models
"C_" Character Models
"S_" Bones, Gestures
Editing these files will allow you to customize Renegade, but most of the Customization comes from LevelEdit.
From LevelEdit, Edit the Strings Table, Object Names, and change models.
in your always.dat mod folder change all of the model or sounds or whatever to what you want, then Export the Always.Dat Again.
To make maps for your mod, the easiest thing to do is copy the Existing Folders from your Always Folder. This way it have all the same setting
as your always.dat, and your wont get bugs in game.
Thats all i can help you with, the rest is up to you. Enjoy.
This is a list of every item you need to run your own Always.Dat, There are alot of extra files in here that arent needed.
These files will let you run the game, every menu item and function, Every Character model and gun. This may look like alot, but use your Mix Extractors Search abilities, such as alot of the names are similar such as hud_health1.dds and hud_health2.dds, so instead of searching for each one, search for "Hud_" and extract everyone that comes up.
000101_a.wav
01_tracer_op.dds
01lv1-cliff8.tga
0201oldwood.tga
0201wdbeams.tga
0201wdbeams2.tga
0203lathe.tga
03-ammoclip.mp3
18_lampflare2.dds
19_bmflare1.dds
19_bmflare2.dds
19_bmflare3.dds
19_buletshell.dds
19_flareft.dds
19_lcflare1.dds
19_lcflare2.dds
19_lcflare3.dds
19_muzzflsh_5.dds
19_muzzflsh_8.dds
19_rlflare.dds
19_sakura_head2.dds
19_tracerbullet.dds
20_flame03.dds
20_gdi_concrt01.tga
20big_flash1.dds
20big_flash2.dds
ag_exp_debris02.w3d
ag_flame01.w3d
ag_flamtnk_exp1.w3d
ag_mammoth_exp1.w3d
ag_obcharg2.w3d
ag_sigflare_gld.w3d
ag_tib_exp1.w3d
ag_tshell_ex04.w3d
ag_tshell_ex06.w3d
ag_tshell_ex08.w3d
ag_tshell_ex10.w3d
ag_tshell_ex12.w3d
ag_tshell_gdi01.w3d
ag_tshell_nod01.w3d
al_tex012.dds
amb_ambulance1.wav
amb_nod_flame1.wav
ambgull.wav
ammoclip.mp3
ammoshells1.wav
ammoshells2.wav
ammoshells3.wav
asset_report.txt
atr_flar0001.dds
back.dds
bars.tga
beam_texture2.dds
brick.tga
brick002r.tga
brick003r.tga
brick004.tga
brick004r.tga
brown_leather.tga
bullet_eva.tga
bulletshell_1.w3d
bulletshell_2.w3d
bush_dead.dds
c_ag_gdi_dead.w3d
c_ag_gdi_mg.w3d
c_ag_gdi_mobi.w3d
c_ag_nod_mg.w3d
c_civ1_head.w3d
c_civ2_head.w3d
c_civ3_head.w3d
c_civ4_fem_head.w3d
c_civf_.w3d
c_civf_head.w3d
c_civf_l0.w3d
c_civf_l1.w3d
c_civf_l2.w3d
c_civf_l3.w3d
c_clerg_head.w3d
c_cook_head.w3d
c_cwoman_head.w3d
c_deadeye.dds
c_flametanks.dds
c_flametroop.dds
c_flametroop2.dds
c_fmsrv_head.w3d
c_gdi_dead_.w3d
c_gdi_dead_head.w3d
c_gdi_dead_l0.w3d
c_gdi_dead_l1.w3d
c_gdi_dead_l2.w3d
c_gdi_dead_l3.w3d
c_gdi_en_.w3d
c_gdi_en_body.dds
c_gdi_en_head.dds
c_gdi_en_head.w3d
c_gdi_en_l0.w3d
c_gdi_en_l1.w3d
c_gdi_en_l2.w3d
c_gdi_en_l3.w3d
c_gdi_en2_.w3d
c_gdi_en2_body.dds
c_gdi_en2_head.dds
c_gdi_en2_head.w3d
c_gdi_en2_l0.w3d
c_gdi_en2_l1.w3d
c_gdi_en2_l2.w3d
c_gdi_en2_l3.w3d
c_gdi_gr_.w3d
c_gdi_gr_head.w3d
c_gdi_gr_l0.w3d
c_gdi_gr_l1.w3d
c_gdi_gr_l2.w3d
c_gdi_gr_l3.w3d
c_gdi_gr1_body.dds
c_gdi_gr1_head.dds
c_gdi_gun_.w3d
c_gdi_gun_head.w3d
c_gdi_gun_l0.w3d
c_gdi_gun_l1.w3d
c_gdi_gun_l2.w3d
c_gdi_gun_l3.w3d
c_gdi_hothair.dds
c_gdi_hotw_.w3d
c_gdi_hotw_head.w3d
c_gdi_hotw_l0.w3d
c_gdi_hotw_l1.w3d
c_gdi_hotw_l2.w3d
c_gdi_hotw_l3.w3d
c_gdi_hotwire.dds
c_gdi_lock_head.w3d
c_gdi_locke_.w3d
c_gdi_locke_l0.w3d
c_gdi_locke_l1.w3d
c_gdi_locke_l2.w3d
c_gdi_locke_l3.w3d
c_gdi_lt_.w3d
c_gdi_lt_head.w3d
c_gdi_lt_l0.w3d
c_gdi_mg_.w3d
c_gdi_mg_head.w3d
c_gdi_mg_l0.w3d
c_gdi_mg_l1.w3d
c_gdi_mg_l2.w3d
c_gdi_mg_l3.w3d
c_gdi_mg2_.w3d
c_gdi_mg2_head.w3d
c_gdi_mg2_l0.w3d
c_gdi_mg2_l1.w3d
c_gdi_mg2_l2.w3d
c_gdi_mg2_l3.w3d
c_gdi_mgo.dds
c_gdi_mgo_.w3d
c_gdi_mgo_head.w3d
c_gdi_mgo_l0.w3d
c_gdi_mgo_l1.w3d
c_gdi_mgo_l2.w3d
c_gdi_mgo_l3.w3d
c_gdi_mobi_.w3d
c_gdi_mobi_head.w3d
c_gdi_mobi_l0.w3d
c_gdi_mobi_l1.w3d
c_gdi_mobi_l2.w3d
c_gdi_mobi_l3.w3d
c_gdi_mp_.w3d
c_gdi_mp_head.w3d
c_gdi_mp_l0.w3d
c_gdi_mp_l1.w3d
c_gdi_mp_l2.w3d
c_gdi_mp_l3.w3d
c_gdi_mutant.dds
c_gdi_mutant_.w3d
c_gdi_mutant_l0.w3d
c_gdi_mutant_l1.w3d
c_gdi_mutant_l2.w3d
c_gdi_mutant_l3.w3d
c_gdi_pr_.w3d
c_gdi_pr_head.w3d
c_gdi_pr_l0.w3d
c_gdi_pr_l1.w3d
c_gdi_pr_l2.w3d
c_gdi_pr_l3.w3d
c_gdi_pr1_.w3d
c_gdi_pr1_head.w3d
c_gdi_pr1_l0.w3d
c_gdi_pr1_l1.w3d
c_gdi_pr1_l2.w3d
c_gdi_pr1_l3.w3d
c_gdi_pr2_head.w3d
c_gdi_ptch_.w3d
c_gdi_ptch_head.w3d
c_gdi_ptch_l0.w3d
c_gdi_ptch_l1.w3d
c_gdi_ptch_l2.w3d
c_gdi_ptch_l3.w3d
c_gdi_pwsuit_.w3d
c_gdi_pwsuit_l0.w3d
c_gdi_pwsuit_l1.w3d
c_gdi_pwsuit_l2.w3d
c_gdi_pwsuit_l3.w3d
c_gdi_pwsut2_.w3d
c_gdi_pwsut2_l0.w3d
c_gdi_pwsut2_l1.w3d
c_gdi_pwsut2_l2.w3d
c_gdi_pwsut2_l3.w3d
c_gdi_rk_.w3d
c_gdi_rk_head.w3d
c_gdi_rk_l0.w3d
c_gdi_rk_l1.w3d
c_gdi_rk_l2.w3d
c_gdi_rk_l3.w3d
c_gdi_rko_.w3d
c_gdi_rko_head.w3d
c_gdi_rko_l0.w3d
c_gdi_rko_l1.w3d
c_gdi_rko_l2.w3d
c_gdi_rko_l3.w3d
c_gdi_rkt.dds
c_gdi_syd_.w3d
c_gdi_syd_head.w3d
c_gdi_syd_l0.w3d
c_gdi_syd_l1.w3d
c_gdi_syd_l2.w3d
c_gdi_syd_l3.w3d
c_gdi_syd1.dds
c_gdi_syd2.dds
c_gdi_syd2_.w3d
c_gdi_syd2_1.dds
c_gdi_syd2_3.dds
c_gdi_syd2_l0.w3d
c_gdi_syd2_l1.w3d
c_gdi_syd2_l2.w3d
c_gdi_syd2_l3.w3d
c_havoc_head.w3d
c_havocd_head.w3d
c_havocn_head.w3d
c_havocw_head.w3d
c_labtec1_head.w3d
c_labtec2_head.w3d
c_labtec3_head.w3d
c_logan_head.w3d
c_minigun1.dds
c_minigun2.dds
c_minigun3.dds
c_minigun4.dds
c_mserv1_head.w3d
c_mserv2_head.w3d
c_n_1stm_head.w3d
c_nod_en_head.dds
c_nod_en_head.w3d
c_nod_flametank.w3d
c_nod_kane_head.w3d
c_nod_ksma_head.w3d
c_nod_mdz_head.w3d
c_nod_mdz2_head.w3d
c_nod_mg_head.dds
c_nod_mg_head.w3d
c_nod_mgo_head.dds
c_nod_mgo_head.w3d
c_nod_mrav_head.w3d
c_nod_petm_head.w3d
c_nod_petr_head.w3d
c_nod_rav_head.w3d
c_nod_saku_head.w3d
c_nod_seac_head.w3d
c_nod_sf_rsold.dds
c_nod_tc_head.dds
c_nod_tc_head.w3d
c_Slim.tga
C_Slim.W3D
capflag.wav
cc_bldg1.dds
cc_bldg2.dds
cc_bldg3.dds
cc_bldg4.dds
cc_conc1.dds
cc_conc2.dds
cc_conc3.dds
cc_conc4.dds
cc_rdsign.dds
cc_road2.dds
Chair.W3D
civ1_head.dds
civ2_head.dds
civ3_head.dds
civdead1.wav
cursor_action.dds
cursor_arrow.dds
cursor_busy.dds
cursor_pan_up.dds
cursor_rotate.dds
cursor_text.dds
cx_nod_sk_head.w3d
d_bh_s_brick1.dds
d_bh_s_brick2.dds
d_bh_s_brick3.dds
d_bh_s_dirt1.dds
d_bh_s_dirt2.dds
d_bh_s_dirt3.dds
d_bh_s_glass1.dds
d_bh_s_glass2.dds
d_bh_s_glass3.dds
d_bh_s_metal1.dds
d_bh_s_metal2.dds
d_bh_s_metal3.dds
d_bh_s_mud1.dds
d_bh_s_mud2.dds
d_bh_s_mud3.dds
d_bh_s_sand1.dds
d_bh_s_sand2.dds
d_bh_s_sand3.dds
d_bh_s_snow1.dds
d_bh_s_snow2.dds
d_bh_s_snow3.dds
d_bh_s_wood1.dds
d_bh_s_wood2.dds
d_bh_s_wood3.dds
deadtree1.dds
death01.wav
death01_reverb.wav
death02.wav
death02_reverb.wav
death03.wav
death03_reverb.wav
deathtransitioneffect.dds
door.tga
door01.tga
draw.tga
dropflag.wav
dsp_dead_bush.w3d
dsp_deadbush.dds
dsp_flag.w3d
dsp_miniconsel.w3d
dsp_nodflag.w3d
dsp_nodflag2.w3d
dsp_small_dead.w3d
dsp_woodworld.tga
e_01_dfsmoke.w3d
e_19_aflame1.w3d
e_19_arock1.w3d
e_19_asmk1.w3d
e_19_brigexp1.w3d
e_19_brigexp2.w3d
e_19_brigsmk1.w3d
e_19_chgflar1.w3d
e_19_chgflar2.w3d
e_19_chgflar3.w3d
e_19_ex3big.w3d
e_19_ex4big.w3d
e_19_expld1a.w3d
e_19_explode1.w3d
e_19_explode2.w3d
e_19_explode2a.w3d
e_19_explode2c.w3d
e_19_explode3a.w3d
e_19_explode3b.w3d
e_19_explode7.w3d
e_19_exsprk1a.w3d
e_19_exsprk2a.w3d
e_19_fire1.w3d
e_19_fire2.w3d
e_19_fire3.w3d
e_19_fire4.w3d
e_19_fire5.w3d
e_19_fire7b.w3d
e_19_flame6a.w3d
e_19_flare1.w3d
e_19_flare1a.w3d
e_19_humexp1.w3d
e_19_humexp2.w3d
e_19_humsmk1.w3d
e_19_ionxpl.w3d
e_19_ionxpl2.w3d
e_19_ionxpl3.w3d
e_19_newexp1.w3d
e_19_newexp2.w3d
e_19_newexp3.w3d
e_19_newexp4.w3d
e_19_newsmk1.w3d
e_19_newsmk2.w3d
e_19_nexp1a.w3d
e_19_obelex1.w3d
e_19_obelex2.w3d
e_19_obelex3.w3d
e_19_obfire2.w3d
e_19_refsprk1.w3d
e_19_rockp1a.w3d
e_19_smfiretrl.w3d
e_19_smoke1.w3d
e_19_smoke2.w3d
e_19_smoke2a1.w3d
e_19_smoke3.w3d
e_19_smoke4.w3d
e_19_smolder1.w3d
e_19_smolder2a.w3d
e_19_sparks1.w3d
e_19_sparks2.w3d
e_19_sparks3a.w3d
e_19_tibcp1a.w3d
e_19_tibcp1b.w3d
e_19_tibsmk1.w3d
e_19_volspk.w3d
e_19_woodp.w3d
e_beam_1.dds
e_beam_2.dds
e_beam_3.dds
e_beam_noise.dds
e_beam_noise_1.dds
e_biggun1.w3d
e_blcktrial.w3d
e_blu_tib_mist.w3d
e_blu_tib_mist1.w3d
e_brlblksmk.w3d
e_brlorgexp.w3d
e_brlorgexp2.w3d
e_brlrckexp.w3d
e_brlspkexp.w3d
e_brlwhtexp.w3d
e_brlwhtexp2.w3d
e_c130smoke.w3d
e_c4_disarm_smk.w3d
e_c4_fire12.w3d
e_c4_fire6.w3d
e_c4_smoke.w3d
e_c4_smoketrail.w3d
e_cannon.w3d
e_cannon-mist.w3d
e_canon-flame.w3d
e_cbubble1.w3d
e_chemweapon.w3d
e_chopperdust1.w3d
e_com_pressure.w3d
e_coreflare2.w3d
e_coreshower.w3d
e_coresmok2.w3d
e_corespark2.w3d
e_damage25.w3d
e_damage50.w3d
e_dirt2.w3d
e_down_vent.w3d
e_dsp_fire.w3d
e_dsp_firebig.w3d
e_dsp_firebig2.w3d
e_dsp_smokebig.w3d
e_dsp_steam.w3d
e_dsp_tibgas.w3d
e_dsp_tibtree.w3d
e_dsp_water.w3d
e_dsp_waterbig.w3d
e_e3biketire.w3d
e_e3introspark.w3d
e_e3strifpuffs.w3d
e_efctspark.w3d
e_effflare1.w3d
e_effflare2.w3d
e_effflare3.w3d
e_elecsmok2.w3d
e_electric01.w3d
e_electric02.w3d
e_electric03.w3d
e_electric04.w3d
e_exp_ballfire1.w3d
e_exp_dirt01.w3d
e_exp_dirt02.w3d
e_exp_ring01.w3d
e_exp_trail01.w3d
e_exp_vertcol01.w3d
e_explode1.w3d
e_explode2.w3d
e_explode3.w3d
e_falldust1.w3d
e_fallfire1.w3d
e_fallrock1.w3d
e_falls_down.w3d
e_fallwood1.w3d
e_fiery_ex06mtr.w3d
e_fiery_ex10mtr.w3d
e_fiery_ex16mtr.w3d
e_fiery_fall.w3d
e_fiery_flame.w3d
e_fiery_smoke.w3d
e_flame.w3d
e_flame01.w3d
e_flame02.w3d
e_flame03.w3d
e_flame04.w3d
e_flame6.w3d
e_flametank.w3d
e_flamethrower.w3d
e_flare01.w3d
e_flare02.w3d
e_flare1.w3d
e_flare2.w3d
e_flare5.w3d
e_flareexp.w3d
e_flaresm.w3d
e_flesh1.w3d
e_flesh2.w3d
e_gen_grass.w3d
e_gen_mud.w3d
e_gen_tiberium.w3d
e_glass01.w3d
e_glass02.w3d
e_glassdust.w3d
e_grass1.w3d
e_grass2.w3d
e_grdorgexp2sm.w3d
e_grdorgexpsm.w3d
e_grdwhtexp2sm.w3d
e_grdwhtexp3sm.w3d
e_grdwhtexpsm.w3d
e_greydust.w3d
e_grnblobssm.w3d
e_grnexp3sm.w3d
e_grnexp4sm.w3d
e_grnoutsmk2sm.w3d
e_horzarc1.w3d
e_hrz_pwr.w3d
e_huv_bigxplod.w3d
e_huvfoam.w3d
e_ion_explode1.w3d
e_ion_fireball.w3d
e_ion_smoke.w3d
e_ion_sparks.w3d
e_iongun_charge.w3d
e_lavballfire_1.w3d
e_lavballfire_2.w3d
e_lavballfire_3.w3d
e_lavballsmk_1.w3d
e_lavballsmk_2.w3d
e_lavballsmk_3.w3d
e_lavballspk.w3d
e_lavballspk_2.w3d
e_laz_flesh.w3d
e_laz_glass.w3d
e_laz_metal.w3d
e_laz_rock.w3d
e_laz_sand.w3d
e_laz_slag.w3d
e_laz_snow.w3d
e_laz_wood.w3d
e_logsparks.w3d
e_low-mist.w3d
e_lv01-explode.w3d
e_master01.dds
e_mech_damage01.w3d
e_mendoza_gun01.w3d
e_metal1.w3d
e_metal2.w3d
e_metal3.w3d
e_misl-contrail.w3d
e_mist3.w3d
e_mud3.w3d
e_muz_rail1.w3d
e_mz_50mm.w3d
e_mz_electric.w3d
e_mz_electric2.w3d
e_mz_fire_x.w3d
e_mz_sam1.w3d
e_mz_smoke_x.w3d
e_mz_smoke_x2.w3d
e_mz_smoke_x3.w3d
e_mz_smoke_x4.w3d
e_mz_tank1.w3d
e_mz_tib_x.w3d
e_ob_power.w3d
e_ob_redburn.w3d
e_ob_redstar.w3d
e_ob_smoke.w3d
e_ob_sparks1.w3d
e_obl_fx1.w3d
e_outsmksm.w3d
e_perm_electric.w3d
e_perm_flame.w3d
e_perm_foliage.w3d
e_perm_steam.w3d
e_pp_coresmk.w3d
e_pressure.w3d
e_pwr_smoke.w3d
e_pwr_smoke2.w3d
e_ref_fire.w3d
e_rise.w3d
e_rise_heat.w3d
e_rock.w3d
e_rockettrail.w3d
e_rockp.w3d
e_s19_smoke6b.w3d
e_sand.w3d
e_sig-flare_gld.w3d
e_smk_black1.w3d
e_smoke2.w3d
e_smoke6.w3d
e_smolder1.w3d
e_snowblow.w3d
e_snowclump.w3d
e_spark_float.w3d
e_spark2.w3d
e_spark3.w3d
e_sparkexpsm.w3d
e_sparks.w3d
e_sparks1.w3d
e_sparks2.w3d
e_sparks3.w3d
e_splash1.w3d
e_splash-big.w3d
e_splash-big2.w3d
e_splash-mist.w3d
e_spls-big2.w3d
e_spray.w3d
e_stars.w3d
e_tboil-mist.w3d
e_tib_bullet.w3d
e_tib_down.w3d
e_tib_dump.w3d
e_tib_hit.w3d
e_tib_low-mist.w3d
e_tib_rifl_exp1.w3d
e_tib_shards1.w3d
e_tib_trail.w3d
e_tiber_mix.w3d
e_tiberium1.w3d
e_tiberium2.w3d
e_tiberium3.w3d
e_tiberium4.w3d
e_tiberium5.w3d
e_tiberium6.w3d
e_tiberium7.w3d
e_tk_roll_dirt.w3d
e_tk_roll_mud.w3d
e_tk_roll_sand.w3d
e_tk_roll_snow.w3d
e_tk_roll_tib.w3d
e_tk_roll_water.w3d
e_tk_sld_conc.w3d
e_tk_sld_dirt.w3d
e_tk_sld_grass.w3d
e_tk_sld_ice.w3d
e_tk_sld_ltmtl.w3d
e_tk_sld_mud.w3d
e_tk_sld_rock.w3d
e_tk_sld_sand.w3d
e_tk_sld_snow.w3d
e_tk_sld_tib.w3d
e_tk_sld_water.w3d
e_tk_sld_wood.w3d
e_tlow-mist.w3d
e_tr_roll_dirt.w3d
e_tr_roll_mud.w3d
e_tr_roll_sand.w3d
e_tr_roll_snow.w3d
e_tr_roll_tib.w3d
e_tr_roll_water.w3d
e_tr_sld_conc.w3d
e_tr_sld_dirt.w3d
e_tr_sld_grass.w3d
e_tr_sld_hvymtl.w3d
e_tr_sld_ice.w3d
e_tr_sld_ltmt.w3d
e_tr_sld_mud.w3d
e_tr_sld_rock.w3d
e_tr_sld_sand.w3d
e_tr_sld_snow.w3d
e_tr_sld_tib.w3d
e_tr_sld_water.w3d
e_tr_sld_wood.w3d
e_trailfire_1.w3d
e_trailsmk_1.w3d
e_tshell_exp01.w3d
e_tshell_exp02.w3d
e_tshell_exp03.w3d
e_tshell_exp05.w3d
e_tshell_exp06.w3d
e_tshell_trail1.w3d
e_tshell_trail2.w3d
e_tshell_trail3.w3d
e_v-arc1.w3d
e_v-arc2.w3d
e_volc-smoke.w3d
e_volfire.w3d
e_vollava.w3d
e_volsmk1.w3d
e_water.w3d
e_water_ring10.w3d
e_water2.w3d
e_water3.w3d
e_water4.w3d
e_waterbubble1.w3d
e_watertrail1.w3d
e_wep_fx1.w3d
e_wep_fx2.w3d
e_whitesmoke1.w3d
e_wood1exp.w3d
e_wood1sm.w3d
e_wood2.w3d
e_wood2exp2.w3d
e_wood2sm.w3d
e_x_c130boom1.w3d
e_x_c130boom2.w3d
e_x_c130fire.w3d
e_x_c130flare.w3d
e_x_comrocket.w3d
e_x_comrocketf.w3d
e_x_comrockets.w3d
e_x3_splash.w3d
emp_bags.tga
f_ca_idle.w3d
f_ca_run.w3d
f_ca_walk.w3d
f_cm_c4-r.w3d
f_cm_chem.w3d
f_cm_flmt.w3d
f_cm_gren.w3d
f_cm_pist.dds
f_cm_pist.w3d
f_cm_rail.w3d
f_cm_rifl.w3d
f_cm_snip.w3d
f_cm_tibf.w3d
f_cm_tibr.w3d
f_ga_c4-p_fire.w3d
f_ga_c4-r_enter.w3d
f_ga_c4-r_exit.w3d
f_ga_c4-r_fire.w3d
f_ga_c4-r_idle.w3d
f_ga_chem_enter.w3d
f_ga_chem_exit.w3d
f_ga_chem_fire.w3d
f_ga_chem_idle.w3d
f_ga_chem_relod.w3d
f_ga_chng_efire.w3d
f_ga_chng_enter.w3d
f_ga_chng_exit.w3d
f_ga_chng_fire.w3d
f_ga_chng_idle.w3d
f_ga_chng_relod.w3d
f_ga_flmt_enter.w3d
f_ga_flmt_exit.w3d
f_ga_flmt_fire.w3d
f_ga_flmt_idle.w3d
f_ga_flmt_relod.w3d
f_ga_gren_enter.w3d
f_ga_gren_exit.w3d
f_ga_gren_fire.w3d
f_ga_gren_idle.w3d
f_ga_gren_relod.w3d
f_ga_ionb_enter.w3d
f_ga_ionb_exit.w3d
f_ga_ionb_fire.w3d
f_ga_ionb_idle.w3d
f_ga_ionc_fire.w3d
f_ga_ionc_idle.w3d
f_ga_ionc_relod.w3d
f_ga_lsrg_efire.w3d
f_ga_lsrg_fire.w3d
f_ga_nuke_fire.w3d
f_ga_pist_enter.w3d
f_ga_pist_exit.w3d
f_ga_pist_fire.w3d
f_ga_pist_idle.w3d
f_ga_pist_relod.w3d
f_ga_rail_fire.w3d
f_ga_rail_relod.w3d
f_ga_ramj_fire.w3d
f_ga_rifl_enter.w3d
f_ga_rifl_exit.w3d
f_ga_rifl_fire.w3d
f_ga_rifl_idle.w3d
f_ga_rifl_relod.w3d
f_ga_rock_enter.w3d
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f_ga_shot_fire.w3d
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f_ga_snip_idle.w3d
f_ga_snip_relod.w3d
f_ga_tibf_relod.w3d
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f_gm_c4-r.dds
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f_gm_c4-t.dds
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f_gm_chem.dds
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f_gm_chng.dds
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f_gm_flmt.dds
f_gm_flmt.w3d
f_gm_gren.dds
f_gm_gren.w3d
f_gm_ionb.dds
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f_gm_ionc.dds
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f_gm_lsrg.dds
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f_gm_lsrr.dds
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f_gm_nuke.dds
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f_gm_pist.dds
f_gm_pist.w3d
f_gm_rail.dds
f_gm_rail.w3d
f_gm_ramj.dds
f_gm_ramj.w3d
f_gm_rifl.dds
f_gm_rifl.w3d
f_gm_rock.dds
f_gm_rock.w3d
f_gm_rprg.dds
f_gm_rprg.w3d
f_gm_shot.dds
f_gm_shot.w3d
f_gm_snip.dds
f_gm_snip.w3d
f_gm_tibf.dds
f_gm_tibf.w3d
f_gm_tibr.dds
f_gm_tibr.w3d
f_gm_volt.dds
f_gm_volt.w3d
f_ha_c4-p_enter.w3d
f_ha_c4-p_exit.w3d
f_ha_c4-p_fire.w3d
f_ha_c4-p_idle.w3d
f_ha_c4-r_enter.w3d
f_ha_c4-r_exit.w3d
f_ha_c4-r_fire.w3d
f_ha_c4-r_idle.w3d
f_ha_c4-t_enter.w3d
f_ha_c4-t_exit.w3d
f_ha_c4-t_fire.w3d
f_ha_c4-t_idle.w3d
f_ha_chem_efire.w3d
f_ha_chem_enter.w3d
f_ha_chem_exit.w3d
f_ha_chem_fire.w3d
f_ha_chem_idle.w3d
f_ha_chem_relod.w3d
f_ha_chng_efire.w3d
f_ha_chng_enter.w3d
f_ha_chng_exit.w3d
f_ha_chng_fire.w3d
f_ha_chng_idle.w3d
f_ha_chng_relod.w3d
f_ha_flmt_efire.w3d
f_ha_flmt_enter.w3d
f_ha_flmt_exit.w3d
f_ha_flmt_fire.w3d
f_ha_flmt_idle.w3d
f_ha_flmt_relod.w3d
f_ha_gren_enter.w3d
f_ha_gren_exit.w3d
f_ha_gren_fire.w3d
f_ha_gren_idle.w3d
f_ha_gren_relod.w3d
f_ha_ionb_enter.w3d
f_ha_ionb_exit.w3d
f_ha_ionb_fire.w3d
f_ha_ionb_idle.w3d
f_ha_ionc_enter.w3d
f_ha_ionc_exit.w3d
f_ha_ionc_fire.w3d
f_ha_ionc_idle.w3d
f_ha_ionc_relod.w3d
f_ha_lsrg_efire.w3d
f_ha_lsrg_enter.w3d
f_ha_lsrg_exit.w3d
f_ha_lsrg_fire.w3d
f_ha_lsrg_idle.w3d
f_ha_lsrg_relod.w3d
f_ha_lsrr_enter.w3d
f_ha_lsrr_exit.w3d
f_ha_lsrr_fire.w3d
f_ha_lsrr_idle.w3d
f_ha_lsrr_relod.w3d
f_ha_nuke_enter.w3d
f_ha_nuke_exit.w3d
f_ha_nuke_fire.w3d
f_ha_nuke_idle.w3d
f_ha_pist_enter.w3d
f_ha_pist_exit.w3d
f_ha_pist_fire.w3d
f_ha_pist_idle.w3d
f_ha_pist_relod.w3d
f_ha_rail_enter.w3d
f_ha_rail_exit.w3d
f_ha_rail_fire.w3d
f_ha_rail_idle.w3d
f_ha_rail_relod.w3d
f_ha_ramj_enter.w3d
f_ha_ramj_exit.w3d
f_ha_ramj_fire.w3d
f_ha_ramj_idle.w3d
f_ha_ramj_relod.w3d
f_ha_rifl_enter.w3d
f_ha_rifl_exit.w3d
f_ha_rifl_fire.w3d
f_ha_rifl_idle.w3d
f_ha_rifl_relod.w3d
f_ha_rock_enter.w3d
f_ha_rock_exit.w3d
f_ha_rock_fire.w3d
f_ha_rock_idle.w3d
f_ha_rock_relod.w3d
f_ha_rprg_enter.w3d
f_ha_rprg_exit.w3d
f_ha_rprg_fire.w3d
f_ha_rprg_idle.w3d
f_ha_shot_enter.w3d
f_ha_shot_exit.w3d
f_ha_shot_fire.w3d
f_ha_shot_idle.w3d
f_ha_shot_relod.w3d
f_ha_snip_enter.w3d
f_ha_snip_exit.w3d
f_ha_snip_fire.w3d
f_ha_snip_idle.w3d
f_ha_snip_relod.w3d
f_ha_tibf_enter.w3d
f_ha_tibf_exit.w3d
f_ha_tibf_fire.w3d
f_ha_tibf_idle.w3d
f_ha_tibf_relod.w3d
f_ha_tibr_enter.w3d
f_ha_tibr_exit.w3d
f_ha_tibr_fire.w3d
f_ha_tibr_idle.w3d
f_ha_tibr_relod.w3d
f_ha_volt_enter.w3d
f_ha_volt_exit.w3d
f_ha_volt_fire.w3d
f_ha_volt_idle.w3d
f_ha_volt_relod.w3d
f_hm_gdi.w3d
f_hm_gdi_hands.dds
f_hm_gdi_wrists.dds
f_hm_havoc.w3d
f_hm_nod.w3d
f_hm_nod_hands.dds
f_hm_nod_hands.tga
f_hm_nod_wrists.dds
f_hm_nod_wrists.tga
f_skeleton.w3d
female_death01.wav
female_death02.wav
fhead1 copy.dds
flamethrower_fire.wav
flamethrower_off.wav
flamethrower_on.wav
flamethrower_pilot.wav
flamethrower_reload_1.wav
flare01.dds
font12x16.tga
font6x8.tga
font8x8.tga
font9x12.tga
fontnew4.tga
gd_tower.w3d
gdidead1.wav
gdirender.dds
grey_menu.tga
grill_128.dds
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h_a_b0l2.w3d
h_a_b0l3.w3d
h_a_b0l4.w3d
h_a_bodyslam.w3d
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h_a_cresentkick.w3d
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loadscreen_lvl02_2.dds
loadscreen_lvl02_3.dds
loadscreen_lvl02_4.dds
loadscreen_lvl03_1.dds
loadscreen_lvl03_2.dds
loadscreen_lvl03_3.dds
loadscreen_lvl03_4.dds
loadscreen_lvl04_1.dds
loadscreen_lvl04_2.dds
loadscreen_lvl04_3.dds
loadscreen_lvl04_4.dds
loadscreen_lvl05_1.dds
loadscreen_lvl05_2.dds
loadscreen_lvl05_3.dds
loadscreen_lvl05_4.dds
loadscreen_lvl06_1.dds
loadscreen_lvl06_2.dds
loadscreen_lvl06_3.dds
loadscreen_lvl06_4.dds
loadscreen_lvl07_1.dds
loadscreen_lvl07_2.dds
loadscreen_lvl07_3.dds
loadscreen_lvl07_4.dds
loadscreen_lvl08_1.dds
loadscreen_lvl08_2.dds
loadscreen_lvl08_3.dds
loadscreen_lvl08_4.dds
loadscreen_lvl09_1.dds
loadscreen_lvl09_2.dds
loadscreen_lvl09_3.dds
loadscreen_lvl09_4.dds
loadscreen_lvl10_1.dds
loadscreen_lvl10_2.dds
loadscreen_lvl10_3.dds
loadscreen_lvl10_4.dds
loadscreen_lvl11_1.dds
loadscreen_lvl11_2.dds
loadscreen_lvl11_3.dds
loadscreen_lvl11_4.dds
loadscrn1.w3d
map_edges.dds
mct_screen-fx.bmp
mct_screen-fx.dds
menu.mp3
metal.tga
metal_track_01.wav
metal_track_02.wav
meter.tga
minigun_fire.wav
minigun_loop.wav
minigun_reload_1.wav
minigun_reload_2.wav
mutant_death01.wav
mutant_death02.wav
mutant_death03.wav
mutant_death04.wav
muzzle_smoke.dds
muzzleball2.dds
muzzleball3.dds
muzzlesmoke.dds
muzzletest2a.dds
mx0_nodofficer_deathfire1.wav
mx0_nodofficer_deathfire2.wav
mx0_nodtrooper1_death1.wav
mx0_nodtrooper1_death2.wav
mx0_nodtrooper1_deathfire1.wav
mx0_nodtrooper1_deathfire2.wav
mz_pist1.w3d
mz_pist3.w3d
noddead1.wav
nodrender.dds
o_flag.w3d
o_tracer1gold.w3d
o_tracer1red.w3d
o_tracer25gold.w3d
o_tracer25red.w3d
ocean.tga
oldfloor.tga
options screen.mp3
p_armor1.w3d
p_armor2.w3d
p_armor3.w3d
p_health1.w3d
p_health2.w3d
p_health3.w3d
p_headband.dds
p_headband.w3d
p_rifl.w3d
pallet.w3d
ParticleEmitter.w3d
pickupflag.wav
pine2.tga
pine4.tga
powerup_ammo.wav
radio1.wav
radio2.wav
radio3.wav
radior1.wav
radior2.wav
radior3.wav
radior4.wav
rav_death.w3d
ref_bul_glass.dds
ren_death.dds
REN_DRT_02.tga
rico5.wav
ricochet5.wav
ricocloth1.wav
ricocloth2.wav
ricocloth3.wav
ricocon1.wav
ricocon2.wav
ricocon3.wav
ricocon4.wav
ricodirt1.wav
ricodirt2.wav
ricodirt3.wav
ricodirt4.wav
ricoelec1.wav
ricoelec2.wav
ricofire1.wav
ricofire2.wav
ricoflsh1.wav
ricoflsh2.wav
ricoflsh3.wav
ricoflsh4.wav
ricofol1.wav
ricofol2.wav
ricofol3.wav
ricoglass1.wav
ricoglass2.wav
ricoglass3.wav
ricogrs1.wav
ricogrs2.wav
ricogrs3.wav
ricohm1.wav
ricohm2.wav
ricohm3.wav
ricohs1.wav
ricohs2.wav
ricolm1.wav
ricolm2.wav
ricolm3.wav
ricolm4.wav
ricomud1.wav
ricomud2.wav
ricomud3.wav
ricorock1.wav
ricorock2.wav
ricorock3.wav
ricosand1.wav
ricosand2.wav
ricosand3.wav
ricosteam1.wav
ricosteam2.wav
ricotiber1.wav
ricotiber2.wav
ricotiber3.wav
ricowa1.wav
ricowa2.wav
ricowood1.wav
ricowood2.wav
rockettrail.w3d
rope_retract.wav
s_a_expression.w3d
s_a_gesture_l.w3d
s_a_gesture_r.w3d
s_a_hand_l.w3d
s_a_hand_r.w3d
s_a_head.w3d
s_a_human.w3d
s_a_mouth.w3d
s_a_tall.w3d
s_a_wide.w3d
s_b_expression.w3d
s_b_gesture_l.w3d
s_b_gesture_r.w3d
s_b_hand_l.w3d
s_b_hand_r.w3d
s_b_head.w3d
s_b_human.w3d
s_b_mouth.w3d
s_c_head.w3d
s_c_human.w3d
s_part.tga
s_part2.tga
s_part3.tga
s_part4.tga
s_z_head.w3d
s_z_human.w3d
s_z_mouth.w3d
Sand_emit.tga
sandroll.wav
sandskid.wav
sandtread.wav
shadowblob.dds
shell.dds
shine.tga
shine_g.dds
shine_o.dds
shine_y.dds
shootmix1l.wav
shootmix1r.wav
shotfire.wav
shp_trak.dds
skin_hands.tga
skin_wrists.tga
SmkStk_Brk01.tga
so_doors.w3d
sovbrck1.tga
sovrubble.tga
spawntransitioneffect.dds
strings.tdb
sunlensflare.dds
tank_flame_fire.wav
tank_flame_idle.wav
tank_flame_start.wav
tank_flame_stop.wav
tank_flameshoot_loop_1.wav
tib_bullet01.dds
tib_bullet02.dds
tib_bullet03.dds
tracer.dds
tracer.w3d
tracer_bullet.w3d
tracer_gold.w3d
tracer_green.w3d
tracer_red.w3d
tracer_white.w3d
trike.dds
trike.w3d
v_flare_head.dds
v_gdi_gboat_flashbeam.dds
v_gdi_orcaflame.dds
v_nod_flame.dds
v_nod_flame.w3d
vdc_gdi_humvee.w3d
vdc_gdi_medtnk.w3d
w_a-10bomb.w3d
w_atr_scem02.dds
w_beacondisp.dds
w_beltchain.dds
w_blubeam.dds
w_bluflare.dds
w_bluflash.dds
w_c4-p.dds
w_c4-p.w3d
w_c4-p_b.w3d
w_c4-r.dds
w_c4-r.w3d
w_c4-r_b.w3d
w_c4screen1.dds
w_c4-t.dds
w_c4-t.w3d
w_c4-t_b.w3d
w_chem.dds
w_chem.w3d
w_chem_b.w3d
w_chemsludge.dds
w_chemtank1.w3d
w_chng.dds
w_chng.w3d
w_chng_b.w3d
w_crystle.dds
w_disp_gun.dds
w_elec1.dds
w_elecflare.dds
w_flmt.dds
w_flmt.w3d
w_flmt_b.w3d
w_gdi_tlgn.w3d
w_gdi_tlgn_fire.w3d
w_gdi_tlgn_idle.w3d
w_gls1.dds
w_gm_pist.dds
w_grad1.dds
w_grad2.dds
w_grad3.dds
w_gren.dds
w_gren.w3d
w_gren_b.w3d
w_gust1.wav
w_gust2.wav
w_gust3.wav
w_high_loop.wav
w_invs.w3d
w_ionb.dds
w_ionb_b.w3d
w_ionb_closed.w3d
w_ionb_open.w3d
w_ionc.dds
w_ionc.w3d
w_ionc_b.w3d
w_lite_loop.wav
w_lsrg.dds
w_lsrg.w3d
w_lsrg_b.w3d
w_lsrr.dds
w_lsrr.w3d
w_lsrr_b.w3d
w_med_loop.wav
w_muzzleflash1.dds
w_nuke.dds
w_nuke.w3d
w_nuke_b.w3d
w_numbers.dds
w_pist.dds
w_pist.w3d
w_pist_b.w3d
w_rail.dds
w_rail.w3d
w_rail_b.w3d
w_ramj.dds
w_ramj.w3d
w_ramj_b.w3d
w_redbeam.dds
w_rifl.dds
w_rifl.w3d
w_rifl_b.w3d
w_rock.dds
w_rock.w3d
w_rock_b.w3d
w_rocketlscrn1.dds
w_rprg.dds
w_rprg.w3d
w_rprg_b.w3d
w_scopelight1.dds
w_shot.dds
w_shot.w3d
w_shot_b.w3d
w_smmuzzleflash_1.dds
w_smmuzzleflash_2.dds
w_smmuzzleflash_3.dds
w_snddisp.dds
w_snip.dds
w_snip.w3d
w_snip_b.w3d
w_tibf.dds
w_tibf.w3d
w_tibf_b.w3d
w_tibr.dds
w_tibr.w3d
w_tibr_b.w3d
w_timescrn.dds
w_torch.dds
w_volt.dds
w_volt.w3d
w_volt_b.w3d
w_voltdisplay.dds
w_whtlight1.dds
w_whtlight2.dds
x5h_chinook_1.w3d
x5h_chinook_2.w3d
x5h_chinook_3.w3d
x5h_chinook_4.w3d
xe_1b_flame.w3d
xe_2a_rkflame.w3d
xe_2a_rkflare.w3d
xe_2g_flame.w3d
xe_2g_flare.w3d
xe_rocketflame.w3d
xe5_rocketflame.w3d
yeah1.wav
yes1.wav
yo1.wav
you.dds
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