Creating the .pk3


(shagileo) #1

Yo whassup sd-fellaz,

I’ve been skimming all over the place, and believe me, I searched this entire forum as well. Now, I was happy the forums went online again after a couple of days, but now, all links in previous topics have become inutile, giving the 404-error or redirecting me to the sd-homepage.

So, I feel bad about asking this basic question once again, perhaps to everyone’s frustration, but I’m sorry to say I’m obliged:

How do I create the entire .pk3 file properly? :frowning:

I really need all the steps and what I have to put in the folders. Believe me, I tried to create one of those little buggers, but … jeesh, when I send it to others they see the textures totally screwed up. Sooooo, aight … it’s the textures … ok, but I really have no other clue anymore then to put them in a folder called /textures/mapname - textures.

perhaps a good tutorial link would be great or maybe YOUR experience.

Thanks in advance,

shag


(Magic) #2

This tutorial will help you :

2Bits tutorial

And this program will be handy :

PakScape


(shagileo) #3

that’s the whole problem, i followed 2bits tutorial but the textures map didn’t work

i created:

folder:

textures

subfolder:

mapname

and i’ve putted all the needed textures (.tga files) in this map

where did it go wrong? ^^


(Magic) #4

You have to build up the folder structure in your PK3 file the same way you have it on your computer.
The texture works when you run your map local? - maybe its something wrong with the texture.
Your texture has to be in powers of 2, 64x64, 128x128, 64x128 - and so on.


(broloi) #5

http://4newbies.planetwolfenstein.gamespy.com/pakscape.php

Try read that…

Btw, did you remember adding your .shader files ?


(th0rn3) #6

| your_map.pk3
------| levelshots //where you put your command map and loading picture
--------------| your_map.tga //loading picture
--------------| your_map_cc.tga //command map
------| maps //.bsp and stuff
--------------| your_map.bsp //main map
--------------| your_map.objdata //map objectives
--------------| your_map.script //map script
--------------| your_map_tracemap.tga //height map of your map
------| models //optional, if you have your own created/downloaded models in the map
------| scripts //where you put your .shader files and loading data
--------------| your_map.arena //loading text and coords of your map
--------------| ***.shader //texture shaders
------| textures //duh?
--------------| ‘texture folders’
--------------------------| ‘textures.tga’ or ‘textures.jpg’


(shagileo) #7

ok thanks i’m gonna check it out asap :wink:


(shagileo) #8

Bump

When creating the pk3, should I also implement the .ASE models I made, or are the textures enough?
So basically:

do .ASE models go in the .PK3?


(Pande) #9

yes, in the same way u have them in etmain.


(Flippy) #10

If you still have trouble, check out my Pk3 Creator. You just select the BSP and it will add most (95%?) of the files for you, including the models and textures you used which it reads from the BSP.
(See my signature)


(shagileo) #11

@ Pande: oh great, yet another MB consuming thing :slight_smile:

@ Flippy: woah, how could you dare to think I haven’t used your PK3 creator yet (or at least, checked it out) :smiley:
I didn’t actually use it yet (just for my arena file), but knowing this … I think I’m going to make a shrine for your PK3 creator (and maybe for you too … if I have enough space that is)

Anyhow, thanks for clearing that out guys !