If you still have problems…don’t be shy. Below I placed a link to a single room tutorial and then I placed in a post I made to someone on Marko’s forums for .pk3 making.
First room with instructions on running the map
Building PK3’s;
- ( foldername ) //create main folders - will be the main directory
- [ subfoldername ] //this will be a folder inside the main folders - will be a sub-directory
- <filename> //add these files to the folders - will be the destination of the path
replace mapname with your map’s name and remove the <'s and ('s and ]'s
======(maps)
<mapname.bsp> //main map file for the game engine
<mapname.script> //the scripting that allows obj.'s and dyn. obj.'s
<mapname.objdata> // seen on the limbo screen to instruct players
<mapname_tracemap.tga> //used by the game - created in devmap mode by typing \developer 1 :enter: \generatetracemap :enter:
[mapname]
<all of the lm_####.tga files> //the -light process makes these
======(scripts)
<mapname_levelshot.shader> // for picture seen on the loading screen
<mapname.arena> //tells the game certain things look at one
<any other shaders needed for textures > //self-explained
======(levelshots)
<mapname.tga> //used within mapname_levelshot.shader to make CM
<mapname_cc.tga> //same as above (CM = command map)
======(textures)
[whatever subfolder you may need as directory]
<filename>
\EXAMPLE:
\ textures/props/board_m01.jpg - this path would lead the game to find
\ he board_m01.jpg
\so that structure would be like this;
\
\(textures) //main folder
\[props] //folder inside main folder
\<board_m01.jpg> //image file that is inside the folder “props” of which that folder is inside the main folder “textures”
\it is likely that you will need several subfolders/subdirectories
======(sound) :not really needed:
[scripts]
<mapname.sounds> //sets the synchronicity between the scripting and the VO .wavs - too much to explain here
[vo]
[mapname]//normally the map’sname but this depends on the .sounds file
news_mapname.wav //news to listen to
[allies]
<.wavs you want to use- associated with the .sounds file and scripting>
[axis]
<.wavs you want to use- associated with the .sounds file and scripting>
[general]
<.wavs you want to use- associated with the .sounds file and scripting>
======(models) //:not really needed: unless you have models that you would need to add to the .pk3 because the game wouldn’t have them
[whatever directory/subfolder]
[whatever child folder of first subdirectory/subfolder - a subfolder of a sub-folder]
<filename.md3>
<filename.jpg> //used to make the model specific; like with a flag
//EXAMPLE - models/mapobjects/flag/flag_allied.md3
//which also needs - models/mapobjects/flag/flag_allied.jpg // this will make it allied
---------------------------------OK, NOW THAT WE HAVE THESE FOLDERS SETUP, WE CAN BEGIN TO MAKE IT A .PK3---------------------------------
- Open Winzip - http://www.winzip.com/
- Drag and drop the maps folder into Winzip
- Create the save path and name of your .pk3
//EXAMPLE : C:/documents and settings/joeschmoe/desktop/mapname.pk3
//At the end of the path that winzip wants you to finish - type in your
//map’s name and add.pk3 to it’s end. Try to make sure you understand
//where your .pk3 is going to be saved - watch the path carefully.
- Doubleclick the file to open it and drag and drop the other main folders in and just click add.
you can do all folders on the 2nd step
Now remember - there are so many variables for the .pk3 file and this is just a general writeout for an understanding of the .pk3 . You may want to disect someone’s .pk3 to gain more of understanding of what I say in this tutorial.
You DO NOT NEED all of the main directories for a working map!!!
There are more directories and sub-directories that can be added along with additional files—>such as gfx/limbo/cm_newwall.tga - which you would make.
More files that can be added: last man standing script or even your own campaign.
-Cheers