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Topic Starter Topic: .map ~ .pk3

Trainee
Trainee
Joined: 31 Jul 2005
Posts: 27
PostPosted: 08-07-2005 10:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


I was wondering, how you are supposed to (if even possible) change a .map (from say Quark or qerdiant) to a .pk3 so that you can use it in Quake 3 Arena?
It would be a big help if you could help me out here
Thanks.




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 08-07-2005 11:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


So you mapped your map and want to play.

Compile it using q3map2. You'll get a .bsp
put the .bsp in a directory named maps. Now us winzip or winrar to make a .zip file of that directory while remembering to save paths.
"Simply rename the zip to pk3 like this "xxxxx.zip"-->"xxxxx.pk3"
Put it in baseq3, start quake, bring down the console by ~ and type "/map xxxxx"

This is the MOST BASIC way. For a better and more clear guide i suggest posting this in level editing and modeling since that is where the peeps who are experienced in this hang out.




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Trainee
Trainee
Joined: 31 Jul 2005
Posts: 27
PostPosted: 08-07-2005 11:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


mmm.. My "Q3Map2 Toolz" program isnt working correctly, or at all.
When I double click the icon, it does nothing. When I force open the program; I get an error about an incorrect path to a bot compilier; then it opens. But I cant do anything.
Might there be a more simple tool to convert a .map to a .pk3?




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 08-07-2005 11:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


I know that in qeradiant there is a "bsp" menu. The options in that one will also compile a .bsp. Just choose an option with final in front of it




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Trainee
Trainee
Joined: 31 Jul 2005
Posts: 27
PostPosted: 08-07-2005 11:41 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well, im using Quark right now, ot build a map, because I haven't built any before, and as a starter, I'd like to use something easy.. thus leaving quarediant or whatever alone.
In that event, Quark saves generally as a .map file. I cannot open it in qeradiant because it gives me a parse error.
And of course, the other program is useless because it wont work to begin with.




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 08-07-2005 12:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


I started mapping straight from gtkradiant. It isn't that hard but i have zero experience when it comes to anything but radiant. Try LEM




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Trainee
Trainee
Joined: 31 Jul 2005
Posts: 27
PostPosted: 08-07-2005 12:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


I cant even make an object in radient, let alone try to convert a map to .pk3
I know there has to be a way using Quark though




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 08-07-2005 12:49 PM           Profile Send private message  E-mail  Edit post Reply with quote





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The voices in your head
The voices in your head
Joined: 14 Dec 2002
Posts: 10054
PostPosted: 08-07-2005 09:37 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I'm moving this to LEM as you'll probably get more help there.




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Insane Quaker
Insane Quaker
Joined: 24 May 2001
Posts: 327
PostPosted: 08-07-2005 10:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


A *.pk3 file is just a renamed *.zip file - you can make it any way you normally zip up files. It is not a file conversion of any sort at all.

I use Pakscape.exe, google for it and I'm sure you can find some place to download it, if you want to try it.

-

filetypes:

*.map - used only in the editor for Q3

*.bsp - a compiled *.map file, made with q3map.exe or q3map2.exe. This is what the game itself uses.

*.pk3 - a storage file, with compression, to put your *.bsp and any other resources your map needs, such as custom textures and shaders.

-

I'm sure there is info in the sticky threads about this stuff if it is new to you.




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