PK3 Creator version 0.1 --- Download Now! + Full Source code!


(shagileo) #41

Hmm, perhaps a little something something for the .arena file. It would be nice if you can edit the map where you can pick the coordinates for the loading screen. I mean, some mods have another map (like let’s say, a map from … hmm Vietnam) and then it’s a bit harder to locate the correct location when you’re working with a European map. Now maybe that’s a bit too personal, but I thought, maybe it can come in handy for others too?
(so basically, you can browse for your desired map)

EDIT: oh and btw: GREAT JOB !! :wink:


(Flippy) #42

[QUOTE=shagileo;188000]Hmm, perhaps a little something something for the .arena file. It would be nice if you can edit the map where you can pick the coordinates for the loading screen. I mean, some mods have another map (like let’s say, a map from … hmm Vietnam) and then it’s a bit harder to locate the correct location when you’re working with a European map. Now maybe that’s a bit too personal, but I thought, maybe it can come in handy for others too?
(so basically, you can browse for your desired map)

EDIT: oh and btw: GREAT JOB !! :wink:[/QUOTE]

I suppose I could add that, not really too much trouble. I’ll see what I can do.


(xtl) #43

Hi,

the tool, from it’s premise, seems to be useful to the general quake 3 engine mapping audience, not just for ET. Have you though about opening up? I’m currently working on UrbanTerror maps, but I can’t use it; it always requires the etmain directory specifically.

thanks!

ps: since you decided to release the source, have you thought about just putting it up on google code or sourceforge? They provide everything for free (hosting, mirroring) for open source projects.


(Flippy) #44

[QUOTE=xtl;191016]Hi,

the tool, from it’s premise, seems to be useful to the general quake 3 engine mapping audience, not just for ET. Have you though about opening up? I’m currently working on UrbanTerror maps, but I can’t use it; it always requires the etmain directory specifically.

thanks!

ps: since you decided to release the source, have you thought about just putting it up on google code or sourceforge? They provide everything for free (hosting, mirroring) for open source projects.[/QUOTE]

Hi,

Unfortunately I don’t know much about other Q3 engine games, let alone about mapping for them. The fact that it asks for the etmain directory specifically can of course be changed quickly, but I can imagine that other games also require other files, which would radically alter the way the application works. Also, I read the BSP file to find shaders, models etc but the BSP file has a slightly different format for every game…

Since the source is available you are of course happy to try it your self! But I am afraid I’m not going to make it work for every game. The problem is just that I don’t know anything about mapping for other games, and that would make it nearly impossible…

I’ve never used sourceforge of google code but I will look into it, seems like a good idea! Thanks.


(xtl) #45

Thanks for the quick reply! Fully understood, I wasn’t aware of the shader differences and such :frowning: It’s a dead end here for me, I’m not into VB. But hey, thanks for the source anyway! :slight_smile:


(.Chris.) #46

For some reason the pk3 exported isn’t working as intended, it just dumps all the files into the pk3 without any sub directories, it also renames the files to include the path they should be in, and the file size is -1? strange beans.


(Flippy) #47

That’s… strange? I’ve never seen that before. Does it happen with every map?


(.Chris.) #48

Yeah, just tried with other BSPs just now, same happens every time.


(ailmanki) #49

if windows 7, could be a problem with rights. Try either running it as admin, or use a target path which is not under Program Files. e.g. c:\export


(Flippy) #50

Judging by his screenshot he’s using XP, so that shouldn’t be a problem…
What happens if you open the PK3 with WinZip, WinRar, etc? It might be a PakScape problem instead (although I doubt it). I’ve just never (ever!) seen a filesize of -1 before… Even corrupted files just get 0, -1 doesn’t seem right…

What happens if you unpack the file again, are the filesizes normal then?

Finally: do the created pk3’s work in ET?


(.Chris.) #51

Strange, opening with ultimate zip and the files are how they should be, extracted them and all the subfolders are there as they should be.

However the pk3 doesn’t work with ET, I get some error about memory or so when launching the game, will get the exact error later, really busy working on the map at the moment.


(Flippy) #52

It seems to me like there is some kind of small corruption causing more ‘simple’ programs such as PakScape to fail at opening it correctly. My guess is that winzip (or ultimate zip, dunno that one) is a little more lenient in opening files and can handle small variations in file contents correctly. ET of course expects a certain format and won’t accept anything else (whereas winzip should be coded to expect different kinds of zipped files).

I am downloading my old source code as we speak (I think I lost my own copy, I cannot find it…), there might be an update to the zipping library I used which might solve the problem. If not, then I’m afraid I have no idea what is going wrong. Zipping the file is something I used a zipping library for, that’s not my own code so I cannot fix it either.


(Flippy) #53

Well, it turns out there was a new version of the zipping library, so I re-build the source code with the new version.

You can get it here:
www.nickthissen.nl/Files/PK3Creator_v0.2.1.zip
The zip contains the executable and one DLL (the zipping library). I cannot remember if I deployed an install package previously. In each case, just replace the executable and the DLL you already have and that should get you running.

I tested it once on Battery, the PK3 it generates seems fine, correct folder structure and file sizes. I did not test if it runs in ET (I don’t play anymore).

I hope this fixes your problem. If not, I have no idea. Maybe it is user rights related? Try running the program as an administrator?


(.Chris.) #54

Erm, get the same again, whenever I place a pk3 created from this tool into etmain I get the following error on launching the game:

Hunk_FreeTempMemory: bad magic

A quick search only led me to lots of COD4 threads about server configs…


(Flippy) #55

The only thing that comes to mind is the ‘magic number’, which is kind of file identification number (the first four bytes in the BSP file or something). I can’t imagine that’s the problem though as I don’t write anything to the BSP (I just read it).

The CoD engine is based on the W:ET engine, so threads about CoD could still be related.

If you don’t mind, could you send me the PK3? I can try to run it on my machine, and (assuming it extracts correctly with winzip/winrar/etc) re-pack it with PK3Creator, see if the same happens here.


(.Chris.) #56

Check your pm.


(Flippy) #57

I have no idea what’s wrong… It’s not working for me either. I can open the PK3’s just fine with Winrar, but PakScape gives me trouble. I even tried it after loading battery.bsp, and the same thing happens.

I then tried running ET (from my ‘backup’ location on my external HDD) and… it gave me the exact same error as you (bad magic) even though I did not load any map yet… I can’t even start the game, let alone load your map, it just errors before even starting… Strange.

I don’t know how to fix it, so I gave you the next best thing: a workaround… I added a new feature: Export to Folder. It simply copies the relevant files to a folder you can specify, so that you can then zip them up yourself with whatever method you are comfortable with.

Let me know how it goes!

New version 0.2.2:
Download


(.Chris.) #58

Ah thanks, will try this tonight (At work now).


(Mateos) #59

Maybe it’s the ZIP algorithm? Like there’s several CAB compression methods?


(Flippy) #60

Probably. The zipping algorithm is not mine though, it’s a third part library, so I cannot change it. I tried using the latest version (there was one newer) in v0.2.1 but that didn’t help. So short of writing my own zipping algorithm I have no way to fix it.