Map release: The final pk3 file

Content:

Introduction:

This tutorial describes the last steps before releasing your map and the result should be a structured and as-small-as-possible filesized pk3. People might have pk3 files in their directory that include files with the same name+directory but with modified content. We’ll try to avoid this possibility by setting up our own paths and shadernames.

Note: At this point you should be already done with your brushwork. All texture names and paths in this tutorial are written between quotation marks and are not part of the name itself!

For most of you it is clear but for those who don’t know: Textures are stored in “baseq3/textures” but not “baseq3/texture”. Shaders are stored in “baseq3/scripts” but not “baseq3/shaders” or "baseq3/script". Sound files are stored under “baseq3/sound”. And finally, put the mapmodels into “baseq3/models”. If you are not sure where to put your files, have a look at the paths used in pak0.pk3!

Preparation:

Working on the map file:

Creating the pk3 file:

Note: Write your text in english language and save your text file with the extension txt.

Map test with a clean Quake 3 installation:

Important:: Also put material from the "mapmedia.pk3" into your's, since this pk3 ships with a Radiant installation and is not included in vanilla Q3. That's why some base textures don't work in some maps.

Note: “Clean Quake3 installation” means only install quake3 with pointrelease 1.32c and no additional pk3 files! That way you’ll find out if textures or shaders are missing and the map appears as it should.

Note: You can find the replace/reset tool under plugins - bobtoolz - reset textures.

(Image texture_reset dialog)

It's only possible to type in the names of the textures if you've checked the enable button. Moreover you should copy and paste them (old and new texture path) form the surface inspector into a new textfile, since you can't manoeuvre within Radiant if the texture reset field is opened. To shorten the procedure you can select the texture, you want to change, and the path fields take over its name automatically.

(Image filled reset dialog)

If you have filled in the paths you can either use all brushes in your map, or only the ones selected before opening the plugin. A cool feature in this small tool is, that only the faces of the brushes, which are covered with the unwanted texture, get retextured. Furthermore the new texture will apply the scale and rotation edits. The rest of the faces stay like they are.