.Pk3 Help?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Munsie
Posts: 22
Joined: Thu Feb 02, 2006 7:12 pm

.Pk3 Help?

Post by Munsie »

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
Munsie
Posts: 22
Joined: Thu Feb 02, 2006 7:12 pm

Post by Munsie »

Heh.. That's basicly what I tried, only slightly re-worded..

Is there some way I could upload it for you guys and you could .pk3 it up? Sorry, I'm just a huuuuge Q3 noob.

~Munsie
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

http://www.planetquake.com/hro

Download q3map2toolz and use the built-in mappacker.
Munsie
Posts: 22
Joined: Thu Feb 02, 2006 7:12 pm

Post by Munsie »

Thank you!

You. Are. Goddd.

*Runs off to play crappy 256x256x256 map*

~Munsie
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

This is true.

I am the one.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Among us other Ones ;)
Munsie
Posts: 22
Joined: Thu Feb 02, 2006 7:12 pm

Post by Munsie »

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
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

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

Code: Select all

sv_pure 0
before loading your map with

Code: Select all

/map <mapname.bsp>
. this is the way to get q3 loading things outside pk3s
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Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

http://rapidshare.de/files/12415739/Mun ... 1.pk3.html

If you want a reference to player size use the player_deatmatch entity
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

/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
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Huh? Mappacker works like a charm here. Latest q3map2toolz build and all.
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Survivor
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Joined: Fri Dec 27, 2002 8:00 am

Post by Survivor »

My guess is he didn't make a .arena file, I included one in the pk3

Edit: And now I remember how I first ventured on these forums; because of the .pk3 files :icon32:
I believe I asked 79dieselrabbit for help. Damn, I'm getting old :tear:
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

Fjoggs wrote:Huh? Mappacker works like a charm here. Latest q3map2toolz build and all.
it takes complete shader-files not individual shader-code, it sometimes misses model- shaders/textures, and it sometimes even loses a texure or two.
Munsie
Posts: 22
Joined: Thu Feb 02, 2006 7:12 pm

Post by Munsie »

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
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Post by Hr.O »

btb, you need mapname.BSP not .MAP
Munsie
Posts: 22
Joined: Thu Feb 02, 2006 7:12 pm

Post by Munsie »

Btb?... Did I miss a lesson in abreviations?

I can get a .bsp too, but I thought it could be easily Built out of the .map?

~Munsie
Hex
Posts: 190
Joined: Fri Oct 18, 2002 7:00 am

Post by Hex »

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.
Munsie
Posts: 22
Joined: Thu Feb 02, 2006 7:12 pm

Post by Munsie »

"assuming this is a very basic map with no custom textures" - Assumtion correct :)

I'll go try that out a bit later, working on my new map atm.

Thanks Hex,

~Munsie
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