Game Asset repository for NZ:P, includes some source material.
Go to file
DerpedCrusader 4e84500045
Raygun model Update (#9)
* New PPSH Model

Higher Poly Count, higher fidelity, better animations ect.

* Adding Source Textures/Model

had the incorrect source model, as well as it was missing the PAP texture

* New M1 Garand remodel

new viewmodel for the garand, along with the source files

* Update to the Raygun

this update includes an updated source file, new external texture, and minor animation fixes
2022-12-20 14:52:14 -05:00
.github/workflows Assemble 3DS assets 2022-11-27 12:48:45 -05:00
common Raygun model Update (#9) 2022-12-20 14:52:14 -05:00
ctr/nzportable 3DS: Add sprint and crouch back to config 2022-11-27 14:33:05 -05:00
nx/nzportable/nzp Fix absence of a lot of sounds 2022-11-28 09:34:28 -05:00
pc Fix absence of a lot of sounds 2022-11-28 09:34:28 -05:00
psp/nzportable Add map Fegefeuer (#5) 2022-11-11 12:53:12 -05:00
source Raygun model Update (#9) 2022-12-20 14:52:14 -05:00
tools Oops! 2022-11-27 12:56:20 -05:00
vita/data/nzp/nzp Fix absence of a lot of sounds 2022-11-28 09:34:28 -05:00
.gitignore Initial commit 2022-02-08 13:58:09 -05:00
README.md Update README.md 2022-12-20 02:00:39 -05:00

README.md

Nazi Zombies: Portable Game Assets

About

This repository stores the game data required to play the game, such as maps, textures, or sounds. It also includes the source data for some, and will be updated over time to eventually include them all.

Project Structure

Here is how the files in this asset repository are structured:

  • common: Game assets shared between all platforms, common is treated like a base directory (i.e. contains maps/, gfx/, etc.)
  • nx, psp, pc, vita: These directories contain assets exclusive to their individual platforms, starting with the 'root' directory for NZ:P data.
  • source: Contains assets sources, structured in a similar manner to the compiled paths found in nzp/*.
  • tools: Script(s) to assist in assembling a complete archive of game assets.

Downloading

It is recommended that if you do not know what you are doing to use the completely set up builds found here.

If you want to continue anyway, you can download a pre-assembled .ZIP archive of assets for your platform on the Releases page. Follow the instructions there for installation assistance.

It is also an option for people who may want to modify model sources to either download this repository (easy) or clone it (for developers).

Modifying Model Sources

Blender version 2.9X is used to create models, and as such the model sources are in .blend format.

Inside of the directory for a given asset is is mesh (mesh.blend) and a texture in PNG format (texture.png). Relative texture paths are already established so you can open the mesh in Blender 2.9X and begin modifying.

Modifying Map Sources

Being a Quake-based game, NZ:P uses conventional Quake mapping tools and standards. It is recommended to use Trenchbroom to map, though J.A.C.K. is also an option.

If you are new to Quake mapping, check out dumptruck_ds's "Mapping for Quake" Trenchbroom YouTube tutorials. If you are familiar with Trenchbroom and want to get started with NZ:P mapping, you can watch BCDeshiG's NZ:P Trenchbroom Set Up Guide.

Note that we have .WAD3 textures ready for you to use in the source/textures/wad directory, and latest FGDs can be found in source/maps/fgd in this repository.

Assembly

Assembling .ZIP archives from this asset repository requires a Linux system to run the automatic shell script. Simply navigate to tools/ and execute assemble-assets.sh. If unfamiliar with executing shell (.sh) scripts on Linux systems, give this itsFOSS article a read.