Author Topic: textures in the PK3 file  (Read 5343 times)

DIGI_Byte

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textures in the PK3 file
« on: August 14, 2006, 02:26:02 am »
when making a PK3 do you manualy pick out the textures or is there some easier way?

whitebear

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textures in the PK3 file
« Reply #1 on: August 14, 2006, 05:23:48 am »
As long as map uses textures from default maps of tremulous then you don't need to think textures at all...

DIGI_Byte

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textures in the PK3 file
« Reply #2 on: August 14, 2006, 05:52:42 am »
its not that easy, i made my own and downloaded others

vcxzet

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textures in the PK3 file
« Reply #3 on: August 14, 2006, 11:36:54 am »
you can open map file with a text editor and search for textures
But I am starting to think you are a troll ...

Stannum

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textures in the PK3 file
« Reply #4 on: August 15, 2006, 04:18:17 am »
There is a program called mappacker (I think) that reads the .map and makes the pk3 for you with all the textures/shaders/models/sounds.
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[db@]Megabite

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    • http://www.tremulous.info
textures in the PK3 file
« Reply #5 on: August 15, 2006, 08:57:03 am »
Quote from: "whitebear"
As long as map uses textures from default maps of tremulous then you don't need to think textures at all...


I have contacted the devs about this once. It may be that some maps and their included textures may not be available in future releases. So it would be good to pack all needed stuff with your map to make sure it will work with future releases as well.

Danny
url=http://www.tremulous.info][/url]


vcxzet

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textures in the PK3 file
« Reply #6 on: August 15, 2006, 11:23:23 am »
Quote from: "[db@
Megabite"]
Quote from: "whitebear"
As long as map uses textures from default maps of tremulous then you don't need to think textures at all...


I have contacted the devs about this once. It may be that some maps and their included textures may not be available in future releases. So it would be good to pack all needed stuff with your map to make sure it will work with future releases as well.

Danny

IMHO they should pack texture pacs separately. some maps are using same textures but in their own texture dir. for example evilairs same textures are packed in most of the maps

[db@]Megabite

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    • http://www.tremulous.info
textures in the PK3 file
« Reply #7 on: August 15, 2006, 01:44:43 pm »
If you are bored enough to repackage all textures and change paths in the map files I won't stop you... ;)
But I think developer work is better spent on new maps than sorting out old stuff again. They once made the decision to handle it this way and I guess there are reasons for them to handle it this way.

Danny
url=http://www.tremulous.info][/url]


Thorn

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textures in the PK3 file
« Reply #8 on: August 16, 2006, 02:21:28 pm »
well i dont know about any Pacpacker thingy. Im currently making a texture list thing with will  copy all used textures into a folder of your choosing.  :wink:

DIGI_Byte

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textures in the PK3 file
« Reply #9 on: August 16, 2006, 11:55:36 pm »
Quote from: "Thorn"
well i dont know about any Pacpacker thingy. Im currently making a texture list thing with will  copy all used textures into a folder of your choosing.  :wink:

does Q3map2 read the bsp file and stuff and create a pk3 file in a directory with textures and sounds?

i googled mappacker and found some but not for q3 and i found Q3map2.

DarkRogue

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textures in the PK3 file
« Reply #10 on: August 17, 2006, 03:56:29 am »
q3map2 just compiles the bsp. It will not package anything.
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DIGI_Byte

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textures in the PK3 file
« Reply #11 on: August 17, 2006, 04:07:05 am »
i saw somting awhile ago. where a program reads the map file and copies the textures and places them into a pk3 file with the map

does q3map2 collect the texturs though?