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.pk3?
Posted: Tue Jun 10, 2008 1:03 am
by CaseDogg
when i "save as" my map it makes it a .map file and won't load into map man. how do i make it a .pk3?
and the only tutorial i could find was this one...
http://clankiller.com/games/quake/gtkradianttut/
is there a better one or is that one ok?
Re: .pk3?
Posted: Tue Jun 10, 2008 2:30 am
by bork[e]
This one looks like it will walk you through it pretty well.
I think
this is the one I used when first starting out awhile ago, looks the same anyway.
Re: .pk3?
Posted: Tue Jun 10, 2008 7:48 am
by o'dium
Simple and short, make it a .zip, then rename it to .pk3. Done.
Re: .pk3?
Posted: Tue Jun 10, 2008 1:54 pm
by CaseDogg
i did that but mapman says my pk3 doesn't have an arena file.
Re: .pk3?
Posted: Tue Jun 10, 2008 2:14 pm
by o'dium
Then make one
Under baseq3/scripts make a .txt file with the same name as your map, and give it the .arena tag, so "mymap.arena".
Then inside, simply copy this code, paste it in, and change where needed:
{
map "mapname"
bots "sarge"
timelimit "10"
longname "Your Long Map Name"
type "tourney ffa team"
}
Obviously, change "type" to include the game types the map supports.
Re: .pk3?
Posted: Wed Jun 11, 2008 5:44 am
by CaseDogg
man i did it but i still cant play my map in map man. =(
Re: .pk3?
Posted: Wed Jun 11, 2008 1:02 pm
by dichtfux
Just to be sure: you included a properly named .bsp-file (the compiled map) and placed the .pk3 in your baseq3/ folder, didn't you?
1) Does your map show up in the in-game map browser (mp/skirmish menu)?
2) Did you try to start the map from the in-game console (map <mapname>)? What's the error message that gives you, if any?
Re: .pk3?
Posted: Wed Jun 11, 2008 1:18 pm
by o'dium
should be set up like this in your PK3 (If memory serves me):
levelshots/mymap.tga
maps/mymap.bsp
maps/mymap.aas
scripts/mymap.arena
And that should be all you need. You can get around any errors about stuff not being there or not being in a PK3 by using devmap instead of map.
Re: .pk3?
Posted: Wed Jun 11, 2008 1:26 pm
by monaster
And "mapname" (considering the arena-file) doesn't mean that it has to say "mapname". If you saved your map under "god143" (without the ") the arena-file will have to look like this:
{
map "god143"
bots "sarge"
timelimit "10"
longname "God143 created by Scooter"
type "tourney ffa team"
}
And be aware that mapnames containing more than 8 letters might pose some problems.
So here's the step by step:
Create a map
Save it under a specific name
Do at least -bsp -vis -fast inside the compiling section
then make up 3 folders: scripts
levelshots
maps
Put the allmighty arenafile NAMED CORRECTLY inside your scripts folder (if your map is named "god143" the arena-file's name has to be "god143.arena")
Put a levelshot inside your levelshots folder (if you don't you'll still see your map in the game just with the common quakesign and no special appearance): the jpg must have the name god143.jpg
Put your god143.bsp file inside your maps folder (forget about the .map and other files these are used by the editor only)
Mark these 3 folders once filled with the necessary stuff and ZIP (NOT rar) them, then once done as said rename them to god143.pk3 (ignore the win-warning), and finally put that pk3 into your baseq3 dir.
Try to start it, if you get thrown back to the mainmenu then open the console and press "pgup" or "pgdw) to see if there's something written in red or yellow and look it up in the error faq here in this forum. By the way, the ".aas file missing - critical!!!" is to be ignored you don't need an .aas file if you don't want any bots in your map (this doesn't interfere with the "bot - sarge asf."-line in your arena script, too)
Re: .pk3?
Posted: Fri Jun 13, 2008 1:09 am
by CaseDogg
o man its working. thank you soooooo much. im so stoked! but i cant load my bots and i dont see a aas file. where do i get that from?
Re: .pk3?
Posted: Fri Jun 13, 2008 3:15 am
by CaseDogg
o shit i need a bspc utility or someshit
Re: .pk3?
Posted: Fri Jun 13, 2008 3:44 am
by CaseDogg
i cant figure out how to do it. =(
Re: .pk3?
Posted: Fri Jun 13, 2008 5:58 am
by bork[e]
CaseDogg wrote:o shit i need a bspc utility or someshit
you have all you need, just check your pms.

Re: .pk3?
Posted: Fri Jun 13, 2008 6:00 am
by obsidian
Don't use the default GtkRadiant build menus. It stinks.
Either use a batch file or use a front-end to the compilers like Q3Map2Toolz.
Both Q3Map2 and BSPC are command line programs, so you don't run them like a normal Windows executable. You have to run them in the command line and pass parameters to them to tell them what you want to do. There are a bunch of switches with specific syntax that you need to punch in to get things to work.
Q3Map2Toolz makes it easy if you're not comfortable using a batch file, since it's a normal GUI interface that you are used to. Just select the appropriate check marks and click compile. It'll generate a batch file for you and run it. Pretty foolproof.
http://hro.planetquake.gamespy.com/quake_3/?page_id=8
Re: .pk3?
Posted: Sat Jun 14, 2008 2:43 am
by CaseDogg
i got the Q3Map2Toolz but it doesnt let me select the file i want to run and its giving me a run time error. =(
Re: .pk3?
Posted: Sat Jun 14, 2008 3:22 pm
by obsidian
Gonna need more details, what do you mean it's not letting you select the file? And what does the error say?
Or, I guess you can do it old school and do it like this:
http://www.quake3world.com/forum/viewto ... 10&t=37312
Re: .pk3?
Posted: Sat Jun 14, 2008 4:49 pm
by CaseDogg
o man, i got it to work in dos but now no matter what i build,,,, even a simple ,little box with a spawn point it tells me i have no intities and it says *****ERROR LEAKED*****
man, how can there be a fuckin leak if its just one lil room with no openings?
Re: .pk3?
Posted: Sat Jun 14, 2008 5:01 pm
by obsidian
You will need
A box textured with something that is not see-through, nonsolid (just texture it with a non-shader - a texture without one of the white borders)
A info_player_deathmatch entity (your spawn point).
A light entity.
If still no go, send me just the map file and I'll debug it.
Re: .pk3?
Posted: Sat Jun 14, 2008 5:32 pm
by CaseDogg
yeah bro,,, no dice.
Re: .pk3?
Posted: Sat Jun 14, 2008 5:35 pm
by obsidian
email me the .map file.
meridanox -at- gmail
Re: .pk3?
Posted: Sat Jun 14, 2008 5:37 pm
by CaseDogg
k
Re: .pk3?
Posted: Sat Jun 14, 2008 5:40 pm
by CaseDogg
sent...
Re: .pk3?
Posted: Sat Jun 14, 2008 8:51 pm
by obsidian
None of your textures shows up in the editor. I'm guessing you're using non-stock textures or something is wrong with the textures.
I switched the textures to base_wall/atech1_f and it compiled fine and worked in game.
You did install the sample maps with GtkRadiant 1.5.0, right? Might explain a few things.
http://zerowing.idsoftware.com/files/ra ... -07-18.msi
Re: .pk3?
Posted: Sat Jun 14, 2008 11:45 pm
by CaseDogg
i just used the stock textures that came in GtkRadiant. man i loaded one of the sample maps and it looks crazy.
i can load the little room into game play but when i try to make it into a .aas is when it says i have leaks and no entities.
Re: .pk3?
Posted: Sat Jun 14, 2008 11:56 pm
by CaseDogg
...i think i fixed it... still trying...