pk3 files

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

pk3 files

Post by Nemesis »

Hello I'm new to irrlicht, and,how I will show you, also to Quake 3 mods...
:D I've search the internet founding awesome maps for quake 3 for loading into the engine... Now I ask you... How I can create them?
I've already opened a pk3 file with winRAR(as showed in main site tutorial)
and inside I've seen tga files(that can be easily create with Paint Shop Pro or Photoshop) wad files(I've wally program, but some told me is an incompatible one for that task :( ) , map(if I remember good) and, some tell me more important, bsp files. Anyone can tell me how I can create a complete level and the program for creating those file format(wad,bsp,map,and others if they have).
Anticipate thanks :) !
S.T.A.R.S.! (Resident Evil 3)
Akiko
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Joined: Sun Mar 13, 2005 10:26 pm

Post by Akiko »

i use gtkradiant
ver 1.5 to build the scene
ver 1.3 to set up lights - has better interface for me :)

u can save your work in .map file and compile it to .bsp file.

then put all files generated by radiant, models and gfx files to .pk3. How to do it - read radiant manual.

.wad- I don't know.
afecelis
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Post by afecelis »

whoa Nemesis!

your question covers a very wide range of terrain! but the good news is that much of it has already been discussed in these forums. Use the search function above and enter some keywords. I'm sure you'll find some good info.

but to start, first you gotta pick a level editor capable of creating a map file, texturing it, placing lights and compiling it into a bsp file you can load into Irrlicht. For such tasks there are several alternatives:

gtkradiant (official Quake3 level editor): http://www.qeradiant.com

quark (free alternative):http://dynamic.gamespy.com/~quark/

or you can even use Gmax.

there are tons of quake 3 mapping tutorials online. To start, I'd say go with gtkradiant since it's got the most info and tutorials available. Just begin with something simple, like a box, texture it, place some lights, compile it into bsp and see if it loads into Irrlicht.

the important thing is to start :D
afecelis
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Post by afecelis »

.wad files were Old quake1 and quake 2 texture packs. (also HL's) It was made of wal files but it was a very limited format in bits and size. It was ok for the historical moment games were going thru those days and for the technology available but it would be pointless to use them these days. Besides, Irrlicht doesnt support Quake2 bsps, so no need for them either. Fortunately, after Quake 3, things changed and now we can use compressed Jpegs and Tgas.
Nemesis
Posts: 65
Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

Sorry for my long time for, but my connection was gone :( , however now it should be okay :) .
For Akiko, thank for post :) . However, I've downloaded Gtkradiant 1.5.0
and when I start program at runtime it gave me this error:

Code: Select all

.\main.cpp:147
runtime error: GTK+ error:GtkGLExt-WARNING**:cannot
create GdkGLContext

Please report this error to the developers
I think is a matter of OpenGL, because my card don't have support for OpenGL 1.3... in any case what do you think?
EDIT: what happen if I use for now version GTK1.3 or 1.4?

For Acefelis:Thank a lot for useful infos; but I don't understand some things. For compiling the map and make that conversion(map->bsp->pk3)
What program I've to add in QuArK 6.3? I've downloaded, as I read in quark main site, that it need some compiling tools for make final pk3. In the site I see, for quake 3, three differents tools, and they are: GTKRadiant's tools, Q3ToolSetup_Mar172000.exe, Q3map2 Version 2.5.14.
My question is: I need all three for compiling my maps?
And:GTKRadiant's tools is different from the map editor or they are the same thing?
Another(I promise: is my last question :lol: [for this post :twisted: ]): I have to add my texture for see a result? I don't have Quake 3 :( ...
See ya next time :) ...
S.T.A.R.S.! (Resident Evil 3)
Akiko
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Joined: Sun Mar 13, 2005 10:26 pm

Post by Akiko »

sorry but i don'tt have any idea what kind of error is this. my card supports opengl 1.3.
Search maybe for some config file, or parameters to run radiant without gl.

I don'tt know what happen. It seams that 1.3 and 1.5 are compatible.
that it need some compiling tools for make final pk3.
I think that tool is WinZip :)
Nemesis
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Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

Thank you the same, Akiko :) . By the way, you tell me I obtain a compiled bsp with renaming it into pk3. But the matter is: how I can compile a bsp in quark if it show me in the log
quarkx.error: Impossible to create the directory 'C:\Quake3\tmpQuArK'. Be sure y
ou entered the path to Quake 3 correctly in the configuration dialog box. [00521EFC]
He need the Quake.exe for compiling the bsp file :( ! The problem is that I don't have it :cry: ! How I can avoid it?
P.S.:If I download version 1.3 from the site maybe it want a old OpenGL driver?
[/quote]
S.T.A.R.S.! (Resident Evil 3)
fidel castro
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Joined: Thu Mar 24, 2005 12:42 pm

Post by fidel castro »

btw:
for best light result you should use the lastest q3map2 as compiler.
www.shaderlab.com --> randy or ydnars page for more details


greez
fidel
Fraza
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Location: Leeds

Post by Fraza »

Slightly off tobic, but where are the VTs for making the BSP using GMax?
afecelis
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Post by afecelis »

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

Post by Nemesis »

Ehi guys you know if Gtk Radiant build tools for Quake 3 Arena(that in Quark download page, size 21MB) Have the necessary tools for compiling my bsp file and for don't return me everytime a message "quake3.exe required" whenever I try to compile a bsp map?
S.T.A.R.S.! (Resident Evil 3)
Nemesis
Posts: 65
Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

Okay ,One at time :lol: ! You don't need to talk all in one time to reply me :lol: !
I'm just kidding :lol: . Seriously, I know that the forum was hacked.
Maybe I need the quake 3 demo. It will be good?How do you think?
Anyone know where I can download a demo without wait(like fileplanet) and without bittorrent (he want an eternity to start)? Thanks! :)
S.T.A.R.S.! (Resident Evil 3)
guest bs

Post by guest bs »

i can tell u that pk3 is not 'just pk3' -apearently they come in different flavours whitch not per se agree with irrlicht
I have tried out several pk3 packades from the net ad irrlicht did not accept them
This is why the topic on the FAQ was specially apealing (and why i made this thread)
http://irrlicht.sourceforge.net/phpBB2/ ... php?t=6175
but in honesty -i do not belive that Hammer build bsp have any chance of being inbuild in irrlicht (as now)
Those format are -different- and i would expect the FAQ thread to be somehow a misundersatnding between valve Hammer and some 'other hammer'
valve bsp's in irrlicht : a pipedream
regards.
Nemesis
Posts: 65
Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

What do you mean with "don't are normal pk3 files"? I tried a compiled map from net and that work, but not perfectly, I mean some part was missing.But I don't give up, and I want to compile a map from myself with quark(I don't care if the light isn't perfect or poligons are ugly, I first want to compile a map) but for know that I need to have access to quake3.exe or have a trick to bypass that problem. In any case thank for info guest bs, but the link to the topic work,but not the one of the tutorial(I think it's a bit old). And ,final thing, my last post's questions are still valid. Thanks :) !
S.T.A.R.S.! (Resident Evil 3)
Nemesis
Posts: 65
Joined: Sun Mar 20, 2005 12:45 pm

Post by Nemesis »

Any solution for avoid the the need of the quark editor of the quake3.exe
And: I just finished to download gtkradiant build tools, how to set up them for use with quark?
S.T.A.R.S.! (Resident Evil 3)
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