3D Models
3D models and more 3D models...
It's overflowing!
-
Chair of Death
By Da'Real Pain, in Objects- 0 replies
- 7.4k views
- Updated
-
-
Hell Weapon Set
By Da'Real Pain, in Weapons- 7 replies
- 11.8k views
- Updated
-
- 9 replies
- 11.7k views
- Updated
-
- 3 replies
- 9.2k views
- Updated
-
Current Donation Goals
-
Current MonthRaised 23.00 EUR of 65.00 EUR target
-
-
Activity
-
1
[Release] Metin2 Chinese Clients 2004 and 2005 | 少年电脑世界 · 倚天II · 中广网
"Since someone else has now found one of the CDs too"- 1
-
-
0
Metin2 Beta and some differences compared to the early Release
As you know the Oldest Metin2 Client was just found and we are studying it! A lot of old content was found and persoanlly I am more than happy to enconter this goldmine! In case you haven't seen it already please watch this ancient metin2 trailer: [Hidden Content] Let's start with the first thing that actually caught our attention is the level1 armour The blue gem is the metin2 beta texture version, there's other texture changes but that was the first element that caught my attention Euphoria attack right after seeing that btw You could only have 3 characters, this is the character select: [Hidden Content] The skill window was present day alchemy pattern! Warrior and Ninja had 4 skills while Sura and Shaman had 5 skills: [Hidden Content] the first metin2 dungeon (field dungeon map from the 2004 metin2 trailer) , had a post screen informations window The confirm button is cutom design please imagine the default metin2 button there you might ask , which hidden places? these ones : A skills image we have 2 that might be new for you : On the 1st row 2nd column its our present day effect to know which fish you get next And on the last row we have the fishing hook skill image , basically like the mining skill, you used to use fishing books not to temporary but permanently increase your fishing success rate You could teleport to your friends: And probably the most valuable finding is the 2004 trailer guild buildings that used to give bonuses, have levels, be upgradeable and attacked by monsters (the logic is still in the server and now with the assets whoever pleases can recreate the 2004 trailer 1:1) There's way more interesting findings but the post is already too long, I haven't wrote about the Market Search system (market.py in files different from auction) No monkey dungeon, only level 6 demon tower, the fact that it had no level 30 weapons (full moon sword) etc... I will not spam download links since thers a bunch available if any of you want the installer my mate @ Exynox updated his client collection Download- 3
-
-
-
-
1
[Release] Metin2 Chinese Clients 2004 and 2005 | 少年电脑世界 · 倚天II · 中广网
Hey everyone, I wanted to put out another release. I started looking for the early beta client about ten years ago. Since someone else has now found one of the CDs too, I am sharing all three previously unreleased Chinese clients from my private collection with my own ISO images. I also took the CD photos myself. Each client comes with its installer and extracted files. My favourite find is the guild buildings from the 2004 beta trailer. They gave the guild bonuses and had different levels with different appearances. Monsters and bosses could spawn from the buildings. The October client contains the models and effects. Parts of the logic remain in the server. There are also the earlier skill window and the Warrior's first armour with its beta texture. The 倚天II.iso also includes the known beta trailer in higher resolution. From 01:06 it contains additional scenes with skills from the first beta. The November client also preserves an early copy of the SoundArranger C++ sources. Models and effects from the October client The PDF on GitHub covers the Korean and Chinese beta history with sources, magazine pages and our findings. The CD contents and menus are included too. The timeline is also available as an image. There is more Korean material in my private collection. There are probably more CDs out there waiting to be found. If you know anything about them, feel free to contact me on Discord or by private message. Have fun with the search. Download [Hidden Content] CHXMVN- 10
-
-
-
-
-
0
[PROJECT] Zenyra - Season 1: The Dawn of Zenyra | PvM Progression Beyond Lv.150
ZENYRA SEASON 1 - THE DAWN OF ZENYRA A new PvM journey. A progression system built to last. A world that does not end at Level 150. WELCOME TO ZENYRA Zenyra is a Metin2 project built around one main idea: preserving the identity that makes Metin2 recognizable while building a new, coherent and long-term progression experience around it. We do not want to create a server made of dozens of short-lived maps, equipment sets that become obsolete after a few hours, or systems added only to increase the feature count. Every piece of content should have a purpose. Every progression stage should naturally lead into the next one. MAPS → DUNGEONS → EQUIPMENT → PROGRESSION → ENDGAME Everything should be part of the same journey. A WORLD BUILT AROUND MACRO-REGIONS One of the main design decisions behind Zenyra concerns the world itself. Fewer maps. Larger regions. Stronger identities. More meaningful progression. We do not want players to enter a map, gain a few levels and immediately leave it forever. Each major region should represent a meaningful stage in the character's progression. LEVEL 1-30 - VILLAGE 1 The beginning of the journey. The first stage maintains a strong connection with the traditional Metin2 experience. Early levels, first equipment, first objectives and a gradual introduction to the structure of the server. LEVEL 30-50 - SEUNGRYONG VALLEY The final major region connected to the classic progression. From this point onward, Zenyra gradually starts building its own identity. LEVEL 50-75 - ELARION The first true original macro-region of Zenyra. Elarion is a large Eastern-inspired area featuring: waterways and large crossing areas bridges distinctive vegetation Eastern architecture wide spaces designed for exploration and farming Elarion is not only a concept. The map has already been implemented on both client and server side, and it became the technical reference used to define the standard implementation workflow for the following Zenyra regions. [INSERT ELARION SCREENSHOT HERE] Elarion - Work in Progress LEVEL 75-100 - SYLVARIS A large natural and mystical region. Sylvaris will represent one of the most important stages of the pre-endgame progression and will accompany the player through the development of more advanced equipment. LEVEL 100-125 - THALERYA A much larger macro-region designed for the advanced part of the main progression. At this point, difficulty will increase significantly and character development will move into a more demanding stage. New enemies, new objectives and more advanced PvM content will prepare players for the final section of the main continent. LEVEL 125-150 - MORVHAL The final major region before the endgame threshold. Morvhal is intended to feel: darker, more hostile, more dangerous, and more memorable. This is where players will begin preparing for what exists beyond the known world. The current Season 1 roadmap follows the progression Village 1 → Seungryong Valley → Elarion → Sylvaris → Thalerya → Morvhal. DUNGEONS MUST HAVE A PURPOSE We do not want to fill Zenyra with dungeons simply to advertise a high number of instances. Each dungeon should represent a meaningful step inside the progression. DEVIL'S CATACOMB Level Range: 50-75 One of the first major PvM challenges of the journey. RAZADOR'S FORTRESS Level Range: 75-100 The main advanced dungeon connected to the Sylvaris progression stage. NEPHRITE CAVE Level Range: 100-125 A custom mini-dungeon designed to be short, direct and repeatable. Expected duration: approximately 5-10 minutes The structure is based around a limited number of areas, elite enemies and a final boss. The idea is simple: Enter. Fight. Complete. Return to progression. No unnecessarily long routes just to artificially increase dungeon duration. MELEY'S LAIR Level Range: 100-125 A piece of content focused more heavily on group and guild gameplay. It will not be mandatory in order to continue through the main progression. NEMERE'S WATCHTOWER Level Range: 125-150 One of the final major challenges before reaching the endgame threshold. HYDRA - THE BORDER Reaching Level 150 will not mean completing Zenyra. Quite the opposite. It will mark the beginning of something much larger. In order to continue, players will have to face: HYDRA - DEFENSE OF THE SHIP Hydra will not simply be another dungeon added to the progression. It will act as the official gate to what comes next. LEVEL 150 ↓ HYDRA ↓ ??? Completing Hydra is planned as the requirement to unlock the next phase of the game. NEXARA "From this point onward, the rules change." There is something beyond Level 150. A new continent. A new progression. New enemies. New equipment. New dungeons. New mechanics. A new stage of the game separated from the normal Level 1-150 journey. Its name is: NEXARA For now, however, we want to keep most of it hidden. No region names. No boss reveals. No dungeon names. No endgame equipment reveals. No complete explanation of its progression system. Nexara should be discovered by playing it, not by reading every detail before entering it. Hydra is not the end of the journey. It is the border between two worlds. EQUIPMENT PROGRESSION DESIGNED TO LAST Equipment is another important part of Zenyra's design philosophy. We do not want to introduce a completely new equipment set every few levels. Important equipment should have enough time to: be obtained, be upgraded, be used, and become recognizable. SERPENIRIS One of the main equipment identities of the mid-game progression. Serpeniris is designed to accompany the player through a significant part of the character's development instead of immediately becoming obsolete. ABYSSARIS One of the advanced equipment lines currently developed for the project. The line includes: weapons armors headgear dedicated cosmetic elements custom visual effects dedicated shining upgrade progression up to +15 [INSERT ABYSSARIS SCREENSHOT HERE] Abyssaris - Work in Progress And after Level 150? That part of the equipment progression will remain hidden for now. ACCESSORIES DESIGNED TO LAST Accessories follow the same philosophy. We do not want progression to constantly follow this formula: new map = new bracelet = new necklace = new shoes Important accessories should remain relevant for longer periods and represent real progression milestones. Dedicated equipment lines have already been developed around: helmet shield bracelet necklace earrings shoes with multiple visual evolution stages. And once players move beyond Level 150? The equipment built during the previous journey will not simply be discarded. More about this will be revealed later. ITEM RARITY SYSTEM Loot should feel interesting again. For this reason, Zenyra uses its own item rarity structure: COMMON FINE RARE MYSTIC LEGENDARY The rarity system is not intended to exist only as another colored word inside an item tooltip. Its purpose is to increase the perceived value of drops and give equipment a stronger identity. Finding an important item should feel like an actual moment during farming. The rarity system is one of the systems planned to connect directly with equipment drops throughout maps, bosses and dungeons. DAILY AND WEEKLY ACTIVITIES Seasonal objectives will be connected to normal gameplay activities. Maps. Bosses. Dungeons. Character progression. The goal is not to create an endless checklist that forces players to log in every single day. Activities should give players another reason to play, not turn the game into a job. The current Season 1 design links recurring quests to rotations involving maps, dungeons and bosses. ZENYRA BATTLE PASS SEASON 1 - THE DAWN OF ZENYRA Season 1 is planned around a Battle Pass containing: 50 LEVELS with both: FREE and PREMIUM progression tracks. The Battle Pass is intended to progress through normal gameplay activities. Planned reward categories include: useful materials chests titles costumes skins mounts seasonal cosmetic rewards The current Season 1 structure already defines a 50-level Free/Premium progression. The Battle Pass is intended to act as an additional seasonal progression layer rather than replacing the main character progression. A RECOGNIZABLE VISUAL IDENTITY Maps, equipment, icons, effects, interfaces and future content are being developed around a common visual direction. Zenyra should not feel like a random collection of unrelated resources. Our goal is to make a Zenyra screenshot recognizable before the player even reads the server name. [INSERT ZENYRA COLLAGE HERE] CURRENT DEVELOPMENT STATUS Zenyra is currently under active development. We prefer to clearly distinguish between what has already been implemented or defined and what is still being worked on. ALREADY IMPLEMENTED / DEFINED Season 1 overall structure Level 1-150 progression structure progression beyond Level 150 macro-region roadmap dungeon roadmap Elarion implemented on client/server side standard technical pipeline for new map implementation PvM and PvP equipment direction Serpeniris Abyssaris accessory evolution structure Zenyra rarity structure 50-level Battle Pass design overall Nexara structure CURRENTLY IN DEVELOPMENT implementation of the remaining macro-regions final map population monsters and bosses drops and balancing custom dungeons daily and weekly activities Battle Pass implementation endgame systems Nexara content OUR CURRENT DEVELOPMENT METHOD The current map development workflow follows one simple rule: FIRST, WE BUILD THE WORLD. THEN, WE FILL IT. The macro-regions are first installed, tested and stabilized on both client and server side. Only after this phase are they populated with: regen files monsters bosses drops quests final gameplay content This is the current technical approach defined for the Season 1 map pipeline. WHAT WE DO NOT WANT TO BUILD Maps that remain relevant for only a few levels Equipment that becomes obsolete immediately Dungeons added only to increase the advertised content count Important items that become useless after only a few hours Dozens of systems with no connection to each other An endgame that ends the moment the player reaches the maximum level Zenyra is being designed around progression continuity, not content quantity for its own sake. OFFICIAL DISCORD - COMING SOON We are also preparing the official Zenyra Discord server. It will become the main place for: development updates previews changelogs announcements staff applications community support project discussions future events and activities The Discord server will be opened soon. If you want to follow Zenyra's development closely, this will be the place to do it. WE ARE LOOKING FOR STAFF As Zenyra continues to grow, we are also looking to expand the team. We are currently open to applications from people interested in actively contributing to the project. OPEN POSITIONS GAME MASTER - GM We are looking for mature and reliable people interested in working directly with the community. Responsibilities may include: player support handling reports in-game moderation helping during events general community assistance SUPER GAME MASTER - SGM We are also looking for a more experienced staff member capable of coordinating Game Masters and working more closely with the administration. The role requires: maturity organization neutrality reliability good knowledge of Metin2 and its community GAME ADMIN - GA We are also open to bringing in someone with more advanced experience who would like to contribute directly to the development and management of the project. We are not looking for someone interested only in having a staff title. We are looking for someone willing to: bring new ideas to the project help solve problems collaborate with the team test systems and content contribute to project decisions help Zenyra grow over time Previous staff experience is appreciated, especially for higher-responsibility roles. However, what matters most to us is finding people who are: reliable, collaborative, active, mature, and genuinely interested in the project. If you have experience with Metin2, have worked on other projects before, or believe you have useful skills to contribute, feel free to contact us. ZENYRA SEASON 1 - THE DAWN OF ZENYRA Level 150 is not the end. Hydra is the gate. Nexara is what lies beyond it. DEVELOPMENT IN PROGRESS More previews and development updates will be shared as the project moves forward. We are not looking for people who only want to watch Zenyra grow. We are looking for people who want to help us build it. -
0
Counter-Strike 1.6 and Counter-Strike: Condition Zero Player Models
Download Alternative download links → Alternate_1 or Alternate_2 or Alternate_3 i just ported Counter-Strike 1.6 Player Models (arctic, urban, gign, guerilla, gsg9, leet, sas ve terror) included condition zero player models (spetsnaz and militia) as warrior Some screenshots: -
5
-
0
Eteria | International Middleschool | Season 1 | Opening 16/10/2026
Eteria | International Middleschool | Season 1 Opening 16/10/2026 Level 1 - 105 | 9 Languages: EN, DE, ES, HU, IT, PL, PT, RO, TR We are players, like you. For a year and a half we built the server we wanted to play: classic at heart, with modern features and a few surprises of our own. See for yourself. Website (Interactive Presentation) | Discord Presentation (EN) (Presentation has many videos, interactions. We advise you to view it over on our website) -
-
-
-
