.Pk3 Help?
.Pk3 Help?
Hey guys,
I've just recently started to make Quake 3 maps, and I bumped into this forum, thought you'd be able to help me out.
So I made a nice little test map in Q3Radiant, and now I have a .bsp and .map file for it, but apparently I need a .pk3 to use in Defrag.
Can anybody help me out?
~Munsie
I've just recently started to make Quake 3 maps, and I bumped into this forum, thought you'd be able to help me out.
So I made a nice little test map in Q3Radiant, and now I have a .bsp and .map file for it, but apparently I need a .pk3 to use in Defrag.
Can anybody help me out?
~Munsie
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- Posts: 93
- Joined: Thu Nov 28, 2002 8:00 am
Wow.. I just got back from my little.. "Beta test".. It's fun I guess, a bit small though.
::EDIT::Well, the pk3 works for me, but not for other people.. I'll learn at a later date, but for now I need to get this map to the rest of my clan, can somebody please make a working pk3?
Link- http://rapidshare.de/files/12411437/Mun ... 1.map.html
~Munsie
::EDIT::Well, the pk3 works for me, but not for other people.. I'll learn at a later date, but for now I need to get this map to the rest of my clan, can somebody please make a working pk3?
Link- http://rapidshare.de/files/12411437/Mun ... 1.map.html
~Munsie
while still in testing phase you dont need to pack your maps into a pk3 as long you dont want to publish it as a beta.
just set before loading your map with
. this is the way to get q3 loading things outside pk3s
just set
Code: Select all
sv_pure 0
Code: Select all
/map <mapname.bsp>
http://rapidshare.de/files/12415739/Mun ... 1.pk3.html
If you want a reference to player size use the player_deatmatch entity
If you want a reference to player size use the player_deatmatch entity
/me crawls up from under rock.
Yeah, mapacker is a tad bugged, and alas there's no further development on it. So i'll explain a bit on the howto:
-start the map/pk3 you made with mapacker on a second computer w/o any custom shaders/textures, and jot down all missing stuff.
-make a temp folder somewhere.
-extract the pk3 you made with mapacker to that folder (it's just a zip file)
-copy all missing shaders/textures to that temp folder.
*now is a good time to create mapname.shader and copy all used shader code into that file.
-once you tidied it things up a bit, start winzip.
-click new and fill in mapname.zip.
-next you will be prompted for filenames, browse into the temp folder.
-make sure you check the "include subfolders" checkbox.
-click on the upmost file/folder in the list and then shift-click on the bottom one, and make sure the filename box has *.* in it.
-click "add with wildcard", and click yes on the possible next question (something with adding files of a certain type)
-Voila, there's the zipfile, all you have to do is rename it to *.pk3 and you're done
/me crawls back under rock
Yeah, mapacker is a tad bugged, and alas there's no further development on it. So i'll explain a bit on the howto:
-start the map/pk3 you made with mapacker on a second computer w/o any custom shaders/textures, and jot down all missing stuff.
-make a temp folder somewhere.
-extract the pk3 you made with mapacker to that folder (it's just a zip file)
-copy all missing shaders/textures to that temp folder.
*now is a good time to create mapname.shader and copy all used shader code into that file.
-once you tidied it things up a bit, start winzip.
-click new and fill in mapname.zip.
-next you will be prompted for filenames, browse into the temp folder.
-make sure you check the "include subfolders" checkbox.
-click on the upmost file/folder in the list and then shift-click on the bottom one, and make sure the filename box has *.* in it.
-click "add with wildcard", and click yes on the possible next question (something with adding files of a certain type)
-Voila, there's the zipfile, all you have to do is rename it to *.pk3 and you're done
/me crawls back under rock
Well, I've just been beta testing my own maps in Q3Map2 Toolz, but to release them I have to make pk3's :icon33:
Damned Quake,
Anyways, I know I've been given tuts, and I've followed them, but my Pk3s still fail.. Anybody have a 'noobie-friendly' instructions.. or alternatly AIM/MSN?
If not.. *cough* Munsie_02 *cough*
It was originally supposed to look like the base from Coagulation/Blood Gulch in Halo, but.. I kinda went freestyle with it..
~Munsie
Damned Quake,
Anyways, I know I've been given tuts, and I've followed them, but my Pk3s still fail.. Anybody have a 'noobie-friendly' instructions.. or alternatly AIM/MSN?
If not.. *cough* Munsie_02 *cough*
It was originally supposed to look like the base from Coagulation/Blood Gulch in Halo, but.. I kinda went freestyle with it..
~Munsie
making pk3s: do you know how to make a zip? then make a zip with your stuff in it and rename it to a .pk3. Thats it.
step-by-step (one method, there are other ways to reach the end goal):
compile your map into a bsp
in your c: make the following folder
maps
We're assuming this is a very basic map with no custom textures or anything like that.
Put your compiled bsp (and the aas too if you have one) into this maps folder.
From windows explorer view your c:
right-click on the maps folder and select "add to zip" (assuming you have winzip installed) Select where it says something about "save full path info" and create <mapname>.zip in the root of the c:
then rename this <mapname>.zip to <mapname>.pk3 and there you have it.
step-by-step (one method, there are other ways to reach the end goal):
compile your map into a bsp
in your c: make the following folder
maps
We're assuming this is a very basic map with no custom textures or anything like that.
Put your compiled bsp (and the aas too if you have one) into this maps folder.
From windows explorer view your c:
right-click on the maps folder and select "add to zip" (assuming you have winzip installed) Select where it says something about "save full path info" and create <mapname>.zip in the root of the c:
then rename this <mapname>.zip to <mapname>.pk3 and there you have it.