Some time ago i started to create a mod for mohaa that aimed to combine the best available skins, models, sounds and textures for mohaa... However, the development of the mod shifted to recreate the game 'Return to Castle Wolfenstein', using the same textures, sounds and still using some of my own work. The part i need help is mostly mapping and modeling, because it would be nice if the mod could come with a single player campaign that recreates RTCW's leves, where Lt. Mike Powel after a failled mission, is captured and held in 'THE' Castle Wolfenstein where he must then escape. Some of RTCW's characters could appear like Wilhem 'DeathsHead' or Himmler. It would also be nice to convert some of RTCW's multiplayer maps to mohaa like 'assault' or 'castle'.
Welcome to MRU Soares, Im surprised if no one else has already converted the maps - i would assume theyre BSP like Moh?
Mappers ... real shortage of them these days but if one sees your post hopefully they can help you out
Modellers - same again - aint many around, havent seen Cubus for a while and Ley0k has his hands full by the look of it - again - maybe someone will see your post and offer to help.
Anyone available to help Soares out?
I remember playing the first Wolfenstein wow that was a long time ago
Hi cobra, yes the map format in rtcw is also BSP but the sightly different programing language makes it crash. As far as i know only 1 RTCW map was converted wich is beach objective, while the other rtcw maps are conversions of custom maps or maps from wolfenstein enemy territory. You can se the mod's progress i n this link; http://www.mohaaaa.co.uk/AAAAMOHAA/content/return-castle-wolfenstein-mod-mohaa-0#comments
I've made also great progress with the sounds. Cheers
Welcome to MRU! I'm sure someone can help you out!
Is there someone here that can help me animate some new multiplayer models?
Fully functional RTCW multiplayer compass.
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Quote from: Soares93 on December 13, 2014, 09:28:18 AM
Fully functional RTCW multiplayer compass.
Looks Good ;)
Wolfenstein flag in V2 Rocket facility.
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Pac Rac the medic.
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Looking nice Soares, you should rar them all and add to MohAAA databse ... unless copyright stuff interferes lol
The mod is not finished yet.
And here are improved venom soldiers for mohaa; http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/venom-skins.jpg
Axis alchemist from Return to Castle Wolfenstein now availlable as multiplayer skin for MOHAA.
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcw_alchemist.jpg
Quote from: Soares93 on January 26, 2015, 08:04:04 AM
Axis alchemist from Return to Castle Wolfenstein now availlable as multiplayer skin for MOHAA.
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcw_alchemist.jpg
lookin' nice! 8)
RTCW style of the MOHAA primary weapon select window.
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/RTCWselectprimary.jpg
does anyone know the color codes for the mohaa fonts? Or has the list of those codes? Example: yellow=0.70 0.60 0.05 1.00
The evil nazi scientist Wilhem Strasse, a.k.a. DeathsHead, from Return to Castle Wolfenstein is now availlable as a multiplayer skin for MOHAA.
The only thing missing is the eyeglass, does anyone have an eyeglass model that can lend me?
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcw_deathshead.jpg
A better version of the wolfenstein flag, can also be found in the v2 rocket facility.
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcwnazi1.jpg
Looks nice, Soares. ;)
The answers to the font colours etc are probably in the Scripting forum but the peeps that converted the site seem to have omitted our most important forums, were still waiting for them :/
I dont have an eyeglass tho lol
I tried looking on the old site but I did not have any luck.
You can try and give it a go. http://www.old.mods-r-us.net/index.php
Quote from: Soares93 on February 08, 2015, 02:06:03 PM
does anyone know the color codes for the mohaa fonts? Or has the list of those codes? Example: yellow=0.70 0.60 0.05 1.00
i think u answered your own question Example: yellow=0.70 0.60 0.05 1.00
0.70 red 0.60 green 0.05 blue not sure what the 1.00 is for but mohaa runs in a rgb format .
Thank you Judge817, it crossed my mind that it could be RGB code, but since the coding needed 4 sets of numbers i eliminated that possibility since RGB only needs 3 sets of numbers.
It is RGB, the 4th number i think is on or off or possibly even team related depending on its use
The big boss himself, Heinrich Himmler, from Return to Castle Wolfenstein is now a multiplayer skin for MOHAA.
He now has the correct SS Reichsführer collars and sholder rank insignias.
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcw_himmler.jpg
nice work ;)
Higgs and Murphy player skins.
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcw_higgs&murphy.jpg
Here is a mod that gives you a little peek at what is in the mod MOH:RTCW
http://www.mohaaaa.co.uk/AAAAMOHAA/content/wolfenstein-enemy-territory-thopmson-and-mp40
I am pleased to announce that about 90% of the skins from RTCW have been converted to MOHAA. Without a modeler to convert the models the pack will contain all of the skins excep for 4 or 5 skins.
Example of a face texture from RTCW converted to MOHAA. When i started to converting the faces it was a bit hard because RTCW's head models lack eyelashes, so its a single surface for the entire face and a second surface reserved for the closed eyes texture, and I had to recreate that 2d effect on MOHAA's more detailed head models where the entire eye is required in the face texture sheet. If i used the original eye texture on wolfenstein faces they would look like they were glowing and looked really awfull. The only way to overcome that was to recreate the original eye coulors form the wolfenstein fales which in many cases were realy dark due to the faces' shadows, but in the end I managed to overcome this little problem and the skins in game look amazing, some of them you can't even tell the difference.
Can you guess who's face is this? :)
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/prt_head1.jpg
Improved RTCW Blackguard player skin, half of the Blackguard skins from RTCW SP are already done and once that is over the skin pack will be finished.
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcw_bg_skin.png
Hey guys I need a bit of help, i need the music to stop playing when the player dies in single player so that the 'mission failled' sound can play without any other music being played on the background.
What map is it? Can we look at the script for it?
Well, first i tried to add the command line 'local.player stufftext "tmstop" ' on several lines of the 'KILLED' sections of the mike_torso.st.
Then I tried to add it to the missioncomplete.scr looking like this:
main local.nextlevel local.bsp:
if ($player.health <= 0)
$player stufftext "tmstop"
pause
$player stopwatch 0
if (local.nextlevel != NIL)
$player stufftext "tmstop"
$player stufftext "tmstart newsound/music/mission_complete.wav"
wait 3
{
if (local.bsp != NIL)
{
game.loadout = false
bsptransition local.nextlevel
}
else
{
game.loadout = NIL
leveltransition local.nextlevel
}
}
end
But it did not work either.
where can i do this?
I did a little researching and this is what I found. I would want to say that you would have to add the name of the music file to the command line.
$player stufftext "tmstop/music/filename"
https://map.moh-central.net/forum/viewtopic.php?f=3&t=6513&p=45019&hilit=music+stop+playing#p45019
If that is true then there is nothing to be done since in every map a different music is played and to make them stop i would need a global command. But still, isn't there somekind of command that can be added to the single player map's .scr files like:
if [player.dead==1]
$player stufftext "tmstop"/"tmstop newsound/music/wolfenstein.wav"
or something like that (i know almost 0 about scripting....)
Hi Soares.
Yes there is. The new Reborn Events. You would need to register the event with command "registerev "kill". this method u can designate which player you want to stop the music. But if it is for single player then you just need to add a loop to act when the player is dead like this way:
You should call this thread "player_killed" from DMprecache.scr on the bottom of the file with this line:
"exec global/player_killed.scr"
then make a file inside global folder called "player_killed.scr"
Inside that file copy all this below...
player_killed:
While (1)
{
wait 1
if !(isalive local.player)
{
local.player stufftext "tmstop newsound/music/wolfenstein.wav"
}
waitframe
}
end
Yet this method wont work properly if you want to use it multiplay because then u need to specify wich players must stop to hear the music then to do this u need to work with mike_torso or with reborn "Kill" event.
inside mike_torso u would need to execute a file to take effect like this example:
//==============================================================================
//
// Death
//
//==============================================================================
state KILLED
{
movetype anim
entrycommands
{
exec global/player_dead.scr
nextpaintime -1 // allow all pain calls to work properly for death anim selection
}
states
{
EXPLOSION_KILLED : PAIN_TYPE "explosion"
EXPLOSION_KILLED : PAIN_TYPE "grenade"
EXPLOSION_KILLED : PAIN_TYPE "rocket"
KILLED_GENERIC : default
}
}
then create a file called player_dead.scr
inside of it just fill it with this:
player_dead local.player:
local.player = self
if !(isalive self)
{
self stufftext "tmstop newsound/music/wolfenstein.wav"
}
end
You need to do some tests also those are examples that might not work at first you need to adapt to your needs.
Hope i could help.
Any question, feel free to ask ;)
Cheers...
I did copied and did what you said pac......but it still didn't work, when i kill myself in single player the music still plays :(
Nevermind, my mistake, it works perfectly now :)
Glad it worked ok for you m8 ;)
This is a new skin for the stock 'Elite Officer' multiplayer model.
http://www.mohaaaa.co.uk/AAAAMOHAA/sites/default/files/AAAA/rtcw_gestapo.jpg
this mod looks like it is coming along nicely
Hey guys, do you know any modelers availlable?
I need someone to add a supressor and scope to the m1 garand to pose as the 'Snooper' rifle;
to add a supressor to the Luger pistol so that you can have the supressed version on stealth missions;
To rip the silenced sten smg from RTCW or the sten from Spearhead and later add supressor to replace the High Standard Silenced.
All of the above except the sten do not need new animations, the only thing i need is the .skd files.
I can send the models I'm currently using so that he can add the upgrades.
Hey guys, I'm afraid that the mod will not be completed now that I got a job and will not have much time to finish it. Probably after including the 'disguise' mod and the medic/radioman classes (riped from MOH Hell in the Pacific mod) in the maps scr and add the final voice sounds I will post it on mohaaaa.co.uk for you guys to try it out and if you wish to later improove it.
Progress so far is:
SINGLE PLAYER
-RTCW weapons skin pack;
-RTCW silenced weapons pack added in single player, making the stealth part of mohaa just as intense like in the stealth missions in RTCW (and allows you to move around the map without being noticed by the majority of the nasty npcs ;) ).
-completely new inventory of weapons that makes the gameplay a bit more different;
-RTCW background music playing in almost every map of the campaign;
-the original npc skins of mohaa were replaced with the skins of RTCW's npcs (ex: Blackguards, venom soldiers,...) and have the single player voices from RTCW.
-Health packs have low healt to make the gameplay harder and more intense (I DARE YOU to play mohaa in hard mode with these health packs 8) ).
-Unfortunately no awsome single player campaign where Lt. Powel escapes from Castle Wolfenstein, or fights zombies in the catacumbs, or figths DeathsHead in the X-labs.
MULTIPLAYER
-RTCW's original multiplayer voices replace mohaa's multiplayer voices although some of them do not match with the written instant message;
-An almost complete skin pack from RTCW's both single player and multiplayer modes;
-New global localization messages;
-Hud hasn't many new features, just the crossair and the compass riped from RTCW.
OTHER FEATURES
-RTCW blood mod;
-RTCW sound effects that replace MOHAA's original sound effects example bullet hit objects and bodies; footsteps, weapons change, ammo pick up and 'press button' sounds.
-RTCW muzzle flash mod.
Hope you will like it :)
Ok Soares we can't wait to check it ;) Sad you have less time to mod now but happy you have got a job ;) .
We will look for it and all unfinished jobs won't be forgoten.
See you around m8.
Hey guys, how are you? Can you tell me if its possible to make a mod that opens the doors ingame slowlly without making sounds by pressing the "run/walk" and the "use" keys together trough the means of .scr files? The silenced weapons pack already helps alot in single player but when i open the doors the npcs come running to the source of the sound that the door makes, alerting them and blowing my cover.
Hey Soares, hows it going?
Is this for Moh? If so you could turn the AI's sound awareness off with a trigger near the doors but thats not stealthy really, the doors/triggers would need a little change from ...
$door playsound open_door
to
$door stopplaysound
... and the same for close door sound. LeBabouine could help you with the doors a bit more i think because they need targetnamed so you can do them individually linked to 1 check thread, LeB has been giving the doors targetnames, he will probably post here about them.
Maybe detect your walk key....
$player_Stealth = 0 // After level waittill spawn
//Some trigger over your door area ...
spawn trigger_multiple targetname "Stealth_Check" origin "X X X" setsize ( 100 100 100 ) //Adjust as needed
$Stealth_Check setthread Shhh
end
Shhh:
local.player = parm.other
if (parm.other.walkheld==0)
{
$player_Stealth == 0
end
}
if (parm.other.walkheld==1)
{
$player_Stealth == 1
}
if ($door istouching self) // Might work without targetnames needed :)
{
self nottriggerable // Triggered so Disable the Trigger
$door unlock
$door stopplaysound
$player_Stealth == 0
wait 5 // Give the door time to close - adjust as needed
self triggerable // Enable the detect trigger again
end
}
end
So it would just need a trigger that covers both sides of the doors a few feet and the trigger linked to the door triggers playsound line to play sound ... or not, itll need a tweak / tested but that seems the easiest way, might not need a targetname either, you also need to include the door closing sound and the door click sound, try with the above it may stop all the door sounds in one go.
Ok, thanks Cobra, I'll test it as soon as possible. But still, aren't any commands that can tell the door the speed it should open/close? or that is only reserved to .skc files?
Yes you should be able to change the time, either by hex editing or Targetnaming the doors so you can over-ride the door script ... but why would you change the time they opened and closed?
Hers a door from Southern France taken out of the .map ....
"wait" "1.0"
"spawnflags" "0"
"classname" "func_rotatingdoor"
"alwaysaway" "1"
"time" "0.8"// <--- looks guilty to me ;)
"angle" "90"
Because it makes sense if you want to move quietly you open the door very slowly in order not to make a sound and alert the enemy. It wouldn't look very good in game you slam the door and no sound is made.
The stopplaysound stops all the door sounds but yes, your right for the visuals on it, try .4 ;)
hey guys, could you help me with the following? I was looking for a mod that makes the sniper scope move/swing when activated and i found rock's realism mod in AAAA, i tried to rip that specific part of the mod but i simply don't know enough about scripting to do it, so i was wondering if one of you could do it for me and then send me the file or upload it to AAAA.
The files you need are Breathe.scr, Scope.scr and View.scr Breathe.scr is executed from within state files (mike_torso.st) as is Scope.scr, im not sure where view.scr is executed from, dont see it in the state files ...
http://www.mods-r-us.net/index.php?action=tpmod;dl=get2
Didnt realise they were Giffes until i read the files