OK, I'm alittle foggy about this, On the door2 map it comes with a txt file wich contains the script for that map.
If I recompile that map and name it doors.map, Do I have to rename the script file doors.txt and have it in a certain place for the map to still work.
Or do I have to re-enter those scripts on each item that is scripted.
The door2.txt is the script but it is there for you to look at . In the .pk3 file there is a map directory in that there is a dm directory . That is where the .bsp and .scr files are they are the finished map . You can compile the .map file and name it door3.map or rename after compile to door3.bsp and copy and rename the door2.txt to door3.scr put the door3.bsp and the door3.scr into a pk3 in the maps/dm directory and you are done . The pk3 also includes a scripts directory in that directory is a shader . Shaders are texture descrption files that define the properties of a texture sometimes the texture is a blend of a couple of textures some solid some not etc . There is also a textures directory that is the actual graphics that the shader defines as textures .
OK, I altered the map file then saved as door3.map and compiled it, it came up with some errors,
Looking for shader bluegrass where should I put the shader file so the compiler see's it?
I tried putting it in c:\program files\mohtools
Still didn't see it.
PS. why does windows think my scr. file is a screensaver?
Thx
"all the governments in the world are corrupt and in the hands of the Illuminati"
.scr is also use for screensavers you can change that if you edit the file types in windows or if you put a shortcut to notepad in your documents and settings ->yourname->sendto directory ( windows XP) you can right click on it and send it to notepad . Or you can open notepad and load it the normal way . Also I guess I may not have been clear the pk3's go in your main directory . The maps/dm directory and the scripts directory are inside the pk3 . If you don't put the files in a pk3 then the .bsp and .scr go in the maps or map/dm or map/obj directories in your game directory . The error you are getting is a missing shader if it is in your pak it should be in the scripts directory and like I said the pak should be in the main directory .
so you'd have mohaa/main/yourstuff.pk3
and in yourstuff.pk3:
maps/dm/yourmap.bsp,
maps/dm/yourmap.scr,
scripts/yourmap.shader,
textures/yourmap/firsttexture.tga
These directories or folders should be created with all your info then zipped into a pk3.
Im starting to get the concept here. Be patient
PS-would the script and texture folders be a sub folder of DM or Main?
"all the governments in the world are corrupt and in the hands of the Illuminati"
A pk3 is a compressed version of the "mohaa/main" folder. Your map will run outside a pk3 if it is in the correct folders in main. To unzip a pk3, you have to turn off "automatically install screensaver" in Winzip options. That is because Windows uses the same extention for screensavers as the game does of script (.scr).
If you have managed to unzip the pk3, just place all those folders in main. Now there should be a maps folder with a dm folder inside and inside that is "door2.bsp" and "doors2.scr" (the compiled map and its script file).
The script file is a text file with the extention changed from ".txt" to ".scr". So, you can do that in reverse, if you need to open a script file.
There should also be a folder name "scripts" in main and it holds files with the extention ".shader". Shader files are also text files and they tell the game how to handle texture images which are in the "textures" folder in main.
In the case of door2, the textures folder contains another folder named "custom". Inside that folder is the tblueglass.tga image. The shader file for that image is inside the "scripts" folder and is named "doors2.shader".
Note: There can be more than one shader in a shader file and it does not have to be named the same as the map.
The doors2.shader file contains the blueglass shader, and also one that makes the TV slideshow work in the map.
For your new map "door3.bsp" you will need to adjust the door2 script. Open the text file and look for this line:
level.script = maps/dm/door2.scr
Change it to:
level.script = maps/dm/door3.scr
And save the file as door3.scr in your mohaa/main/maps/dm folder along with the door3.bsp file. I see that bdbodger has helped you to understand pk3's a little better, but you don't need to make one until you wish to distribute the map to others. Just remember that you need to include the custom textures folder and a scripts folder (with doors2.shader in it) in your pk3.