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DarkBASIC Professional Discussion / x to BSP compiling Question re Level.DAT

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indi
21
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 27th Sep 2002 07:32
Ok Our Team has managed to export a BSP through the editor without crashing and we are left with a BSP and a Level.DAT file.

My Queston is What do I do next to make the pk3 file.
Im aware of making the Pk3 with a zip program but alas placing the media into a file like this shows nothing.

Whats the next step..?
http://66.227.61.75/indi/
Necrym
21
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Joined: 4th Sep 2002
Location: Australia
Posted: 27th Sep 2002 13:26
Well i think you create the directory structure in a directory in your drive first eg:
say youur projet is in c:\game
then your data may be in
\data\maps\mapname.bsp
\data\maps\mapname.dat
\data\textures\mapname\grass.bmp
then zip em up including the directory structure from the data directory should do it, but dont take my failing memory on it just check the directory structure as required by examining a quake pk3 file should give the correct layout. Hope that helps

Be afraid..be very afraid were all being watched!!
Shadow Robert
21
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 27th Sep 2002 14:35
what does the .dat contain? :s
well basically a pk3 is a winzip v6 compressed file
and the reason to pack a level is just to get all the files in a single place more than compress.
So try the level without packing to get the directory structure you need, then simply highlight all of them and then right-click > winzip as... (v8.1) and type [name].pk3 and i'd recommend only using normal compression, it can work at higher compression levels but also becomes unstable on some systems (still unsure why)
Ever uncompressed any of the Quakes to the Base directory?
Tell ya they load alot faster
But also take up almost twice the space - hehee

"For the Greater Good"...
Kyi'Aun (Jedi Master) Rai'Ka
indi
21
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 28th Sep 2002 04:47
Hi guys, I asked Mike.

He said to leave the dat file alone and just take the textures with the BSP and load it without adding any paramters into the pk3 string parameter.

I havent solved it yet but this is the process Im aware to take.

Mike also mentioned a new version of the converter and a tute soon also

Thks for the Input so far.

http://66.227.61.75/indi/
indi
21
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 28th Sep 2002 09:41
DDS files are not supported so far it seems.

I changed my Texture file to BMP from DDS and it worked a charm!.

Having some issues with construction with bridges now.

getting closer!

http://66.227.61.75/indi/
indi
21
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 29th Sep 2002 06:38
object seem to be needed to be seperate entities.

Objects shouldnt over lap.

certain extruded angles warps the map at the moment.

Hopefully there will be some new info about the construction process soon.

The JT exporter can be effective enough with Milkshape3d to try some test maps

http://66.227.61.75/indi/

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