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.pk3's

Posted: Sun Feb 19, 2006 4:49 pm
by Devil_Dog
I downloaded a couple .pk3 files. They are things others made for maps(boxes,torches,ect...), where do I put these in SDK? Are they plug-ins, or do they go in the tool folder?

By the way, I think it's very cool for you guys to be helping others with mapping. This forum is great. And you guys seem so patient with these newbie type questions. Thanks for all the tutorials and such, and your help here!

Posted: Sun Feb 19, 2006 5:00 pm
by neillomax
You don't put them in the sdk. the pk3 files are made to put in your main/mainta/maintt folder, depending on which one they were made for.

If you are looking for something to put in the sdk, create a folder called prefabs, and look on the net for already made prefabs, or make your own and put them in that folder. If you make a prefab, what ever you name it, it has to end with .pfb before you save it.
You can put them in the map you are making by, file/load prefab, in radiant.

If you want to add crates and things to rhe stock maps yourself, you have to learn how to script, make pk3 files, and add that file to your main/mainta/ maintt file.

Posted: Sun Feb 19, 2006 5:03 pm
by ViPER
Sounds like prefabs I think?

prefabs are like small maps you can cut and past into your own .map. Like a house or a bench.

They need to be compiled with your map. They are not like models that can be added to a .bsp via script.

Posted: Sun Feb 19, 2006 5:33 pm
by Devil_Dog
Ya, they would be prefabs.

So I make a folder called prefabs (where do I make the folder?), then I rename the .pk3 file (exp: crate.pk3 renamed crate.pfb) and put it in the folder. Then I can use it by selecting file/prefabs?

Posted: Sun Feb 19, 2006 7:29 pm
by neillomax
Go to the site you downloaded these "prefabs" from and post the link so I can see for myself what you got.

Posted: Sun Feb 19, 2006 10:12 pm
by Runt
If you downloaded .pfb files you can open them in mohradiant by going to file -> load prefab..

Posted: Mon Feb 20, 2006 1:21 am
by Devil_Dog
I got them from the moh recycle bin site.
http://www.planetmedal.com/recyclingbin/

I got the gold.pk3 and a couple others.

Posted: Mon Feb 20, 2006 2:13 am
by neillomax
ok. the prefabs go in the prefab folder you created in the sdk file. Just highlight the sdk folder, go up to file/new folder, and call the new folder prefabs. Anything that goes in there has to have .pfb on the end of it.

The .map files go into your main or mainta maps/dm folder so they can be opened up in radiant.

In radiant, go to file/open and search in your dm folder for the .map file.

hope this helps..............let us know...........

.map

Posted: Mon Feb 20, 2006 4:55 am
by tltrude
There should be a .map file with each zip you downloaded. Put those with your other .map files. You can make prefabs out of anything you highlight in them.

The pk3 files (playable test maps) go in "main"--so you can see what the stuff looks like in the game.

Posted: Mon Feb 20, 2006 3:14 pm
by Devil_Dog
Ok, I got the .pfb's and .map's to work. Took me a bit to understand what you guys where saying there :lol:

Now that I go back and look. A couple of the ones I downloaded (the pk3's that where causing my confusion) say they are textures + shaders. One is gold.pk3. So I gathered it is to make texture for gold. So I put it in my main folder like you said. After a bit of exploreing, I found it under Textures/Custom.

I haven't tried the others yet, I am just assuming they will work too. (I'm kinda stupid like that... :wink: )

Thanks for all your help guys! Maybe someday I'll have a map to submit and make it all worthwile. Until then, I'm sure there will be more Q's...lol

Gold

Posted: Tue Feb 21, 2006 8:26 am
by tltrude
Hmmm, I think you are still a little confused. A pk3 is a compressed version of the "main" folder. It has folders in it that have all the files needed to play a custom map. It can be uncompressed using WinZip or Winrar. But, the files will work fine, whether they are compressed or not.

Putting a pk3 in "main" means the editor will see the textures and allow you to use them in your map. However, when you complete your map and make your own pk3 for others to play, the texture image files, and the shader files that use them, will have to be extracted from the original pk3 and included in your pk3.

Hope that helps a little. And, don't worry about asking dumb questions because all of us have done that at one time or another.

Posted: Sat Mar 04, 2006 5:33 pm
by Devil_Dog
OK, thanks for the tip ok pk3's...would have just tried the map without including it.

Quick follow up? You said they will work if compressed. Does that mean I can compress all my skins and maps in main and mainta, and the game will still see them? This way saveing space on my pc ( as I have an old comp, and it runs slow as it is...lol)

files

Posted: Sun Mar 05, 2006 5:14 am
by tltrude
Sure, as long as the compressed files end with the extention ".pk3". the editor will still read them. But, the editor can not write to a pk3.

Try this, find a custom pk3 in main and make a copy of it on your desktop. Now rename the copy "mytest.zip". Use Winzip to extract the files within. The person that created the pk3 did the same thing in reverse--he zipped the folder and renamed ".zip" to ".pk3".