pk3 files

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Nemesis
Posts: 65
Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

Hey Afecelis! Until now I haven't see your post :shock: ! What are you,a ghost :lol: ! In any case I can't download your video tutorial for now(I've a dial-up connection :( ) maybe when I will have the ADSL...
In any case what's tools I need for make this?
I already have:
-GMax;
-Q3Map2Bsp;
-GtkRadiantBuildTools(they are needed?).
P.S.:Can you give me please a small small wroted tut,due I can't download for now your tutorials :) ?
S.T.A.R.S.! (Resident Evil 3)
Nemesis
Posts: 65
Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

Hello, I would to say... anyone use this metod for compiling map? I mean, using quark for making maps, convert to bsp, and finally to pk3 files with winzip? In other hands, someone can tell me if I'm forced to have the quake3.exe? Thanks!!!
S.T.A.R.S.! (Resident Evil 3)
afecelis
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Post by afecelis »

you'll need the Q3 exe in case you want to test-ride your level to check lightmapping and stuff before loading it into Irrlicht. Also if you're using a level editor like Radiant, which will look for textures in the Q3 folder's tree.

But there have been succesful attempts to create maps and compile them into bsp files without needing Quake3 installed.

check the Gmax VT's, for example:
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=4484

One of the video tutorials has to do with getting all the necessary stuff into a pk3 file that Irrlicht can read.

edited:
oops!!! :oops: sorry nemesis for double linking you to the same thing.
Then I'd recommend you to follow these steps:
1.Create a "textures" folder that Quark can find. Copy your texture files into it (jpegs, tgas)
2. Set up quark to work with your textures folder
3. Save your level as a Q3 map file.
4. use Q3map2build frontend to compile it into a bsp file

get q3map2build here:
http://www.bobdev.com/q3map2build.php

you might also need q3map2 so here are all the ones available, check whic one works best for you:
http://www.shaderlab.com/q3map2/

copy your q3map2 stuff into the same folder of q3map2build, launch the frontend and setup the necesary paths for it to compile your level


:D
Nemesis
Posts: 65
Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

Thanks for info,afecelis :) ! But again, also this program(Q3Map3Build) want the quake3.exe :( ! Maybe this it's only needed for the "play after build" options, but the reality is that until I don't insert the quake3.exe I don't go anywhere. What's if I create a fake quake3.exe for avoid that check? Or if anyone can give me the quake3.exe( I think I need only it)?
Please help me :) !
S.T.A.R.S.! (Resident Evil 3)
afecelis
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Post by afecelis »

yup, you can create a fake Quake3 exe with Irrlicht, as long as you dont choose the option to run the game after compile.

This is how we did it in the tutorials, heheheh :wink:

I'm writing a tut according to your needs that I'll soon be posting for the community. I'll use Linux and Gtkradiant for it, but it'll include what you need, from textures to the pk3 file to Irrlicht. Let's see how it goes.

:D
Nemesis
Posts: 65
Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

Thanks afecelis! And please in your tutorial explain well also how to do things with Quark(If not how to use only this editor, you know, due to the fact of the legal issues for use this editor with commercial products). And how to find( I mean in Q3Map2Build) map files, in fact I've inserted the map into the exe directory but( also after refresh) Q3Map frontend don't find the file. It's would be great if you can reply me now please, because I've already started at making maps with quark, but after I cant compile to bsp. In any case the gtk radiant don't work for me(I haven't support for OpenGL 1.3|I've asked if someone know if I download old GtkRadiant 1.3 it work for me(maybe require an old driver) but no one have reply me :( ).
I've also search the forum for tut before open this thread and I find one(make from you, afecelis) that teach how I can make a map using Gmax in pdf format, but the link is dead :( . In any case, thanks for tut you've prepared(please PM me when it's uploaded :) ).
And, for follow a good practice, have the K.I.S.S. approach in your tut :) !
No, I don't want a kiss for reading the tutorial, it's mean Keep It Simple Stupid :) ! It's a method for tut that make learn very easy,telling the users all he want to know and give it the code or the file for better follow the tut.
That's make me capable to program into 4 programming languages into 1 years(but I decided to rest on C++, the best language for me :) ).
For instance, it's better if you look this topic as newbie base, like frequently asked questions(I searched the forum, and those are plus or minus the question a newbie ask when he want to compile a map). I'll search again the forums for find another newbie questions for help making your tutorial well. In any case thanks,thanks,thanks :) ...
P.S.:reply if my research will be useful or if it will be a lose of time.
P.S.:are you still alive after my(ultra-long)post :lol: !
S.T.A.R.S.! (Resident Evil 3)
Nemesis
Posts: 65
Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

Hello guys! How I can compile map to bsp if the (q3map2bsp) tool don't work :( ? I mean, when I try to have on the tab of the maptobspcomp the map I want to compile, the map I've made with quark don't is showed :shock: ! I try to insert the map file into same directory but nothing :( .
See ya guys :) !
S.T.A.R.S.! (Resident Evil 3)
afecelis
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Post by afecelis »

OK Nemesis, as promised, I wrote the quick and dirty guide to use q3map2build with quark. It's very basic but it'll get you up and running and also help you guys with the pk3 thingie.

The file includes the tutorial in pdf, q3map2build2.5.10 (used in the tut) and the source files to achieve the results.

hope it helps!!! :D

http://www.danielpatton.com/afecelis/src/Quake3.zip
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