Author Topic: Mac Mapping help  (Read 2647 times)

awesomejacob

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Mac Mapping help
« on: January 16, 2007, 03:27:39 am »
Hello everyone! I am an experienced Mac user/modder I setup GtKRadient to work with Trem, and I am under way building a very cool map called Vencore. Anyway I seem to be having trouble testing, and ultimately exporting finished maps from GtKRad. I have "built" the maps to both the default location (/.trem/base/maps) the Trem base folder (/Tremulous/base) and to the desktop, where I manually move them to the base folder. I end up with a .bsp file is the base folder, but Trem won't read it. Whenever i Devmap it, with sv_pure set to 0, it says map not found.... what do I do?

The other question I have is: How the F*** do I make .pk3 files? I know that i just archive the folder and change .zip to .pk3, but what am I suppose to put into the file itself? Where do I get the .arena, .particle, and .shader files? I understand the concept of putting the right textures that I use into the Textures folder, but where are these textures origanally? And is there an app for mac that will do this for me like some of the PC apps?

thanks,

awesomejacob
---------
Hey, i'm playing Trem on a mac too!
MacModder since 2001

Vector_Matt

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Mac Mapping help
« Reply #1 on: January 16, 2007, 01:29:34 pm »
You need to put the .bsp in a folder called maps, then put the maps folder in a .pk3, then just /devmap <mapname>, sv_pure 0 is not needed.

Lava Croft

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Mac Mapping help
« Reply #2 on: January 16, 2007, 01:51:07 pm »
Look at the structure of for example the Tremor PK3. Use the same structure for your map. Make sure it does not depends on other PK3's for textures/sounds/shaders.

Survivor

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Mac Mapping help
« Reply #3 on: January 16, 2007, 02:57:32 pm »
http://tremmapping.pbwiki.com/Starting%20Tremulous%20Mapping#LayoutofthePK3

Quote
Layout of the .PK3

The other way is by hand. A .pk3 is simply a .zip renamed to .pk3 but manually selecting all textures you used is a tiresome job. I will simply describe the internal components of the .pk3 and what they do. I suggest using the naming conventions above none the less.

Mapname.pk3
Readme.txt
Textures\mapname_version\ (Your textures here)
Env\(Skybox usually)
Levelshots\ (Screenshot for loading screen in the form of ‘mapname_version.jpeg’)
Maps\mapname_version.bsp (your .bsp here)
Scripts\
mapname_version.arena (Information file)
mapname_version.shader (Shader file for texture effects and special surfaces)
mapname_version.particle (Particle file, advanced mapping)
mapname_version.trail (Trail file, advanced mapping)
Sounds\ (Your sounds here)

In the readme you mention the following
- Mapname, version, date.
- contactinfo for contacting the mapper, usually an e-mail address or site (you).
- any notes and extra information you’d like to add.
- people whose textures, shaders, particle systems etc you used.



Also simply putting the .bsp in tremulous/base/maps and using sv_pure 0 and devmap mapname is enough for testing. You don't have to create a pk3 every time.

And next time use the mapping wiki first. It's there for these already answered questions.
I’m busy. I’ll ignore you later.