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3 Dimensional Chat / How do I make the PK3 files?

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EvilKnuckles 666
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Posted: 29th Sep 2003 07:38
Ok, I'm using the BSP PVS Converter and it's not giving me any PK3 file, just the BSP. so, when i load it, it loads it fine, but nothing shows. i'm guessing i need the PK3 file, how do i get it. and what r those parameters for in the converter?
actarus
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Posted: 29th Sep 2003 16:59
A pak or pk3 file is made using a zip file...Just throw the data you need into it and rename to pk3.

Can't help with the compiler though.

Everyobdy wants to be loved,But no one loves everybody...

HEY!!! I'm the one who had 'Cyberspace' in his location on the older black forums,shame on you Rich j/k
APEXnow
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Posted: 29th Sep 2003 17:38
EvilKnuckles666,

If you've created a BSP file using the BSP/PVS compiler with DB, it is not necessary to create a Pak file for the data. Place the textures used by the original .X file into the same directory as your BSP file. One other thing, before you generate the BSP file, you must manually edit your .X file and change the paths used by your textures so that they are not absolute path locations. i.e.

"c:\projects\mygame\textures\floor.bmp" to "floor.bmp". This will ensure that the compiler uses the textures correctly when creating your BSP file.

The compiler will only work on convex solid objects aswell, like cubes, capped cylinders and wedges. Any complicated geometry will probably cause compiler problems.


EvilKnuckles 666
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Posted: 30th Sep 2003 09:01
apex, i do have all the files in the same folder and all, but when i load the bsp w/ no pk3 file, nothing shows up, it's just all black. also, what r the 2 parameters in the bsp/pvs compiler for?
APEXnow
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Posted: 30th Sep 2003 16:09
EvilKnuckles666,

The epsilon value is used for rounding very small floating point values that are considered within range of 0.1 of the actual calculation, I'm not that familiar with it but what I understand, if you had 1.25 and 1.27, they are considered equal within the epsilon range of 0.1, where as 1.25 and 1.36 are not.

I don't know what the split value is for unfortunately. The .X map you're compiling, does it contain complex geometry since I can't determine why your BSP file isn't displaying. Maybe if you sent me the .X file, I could try it myself to see if I can determine the problem.

APEX!


EvilKnuckles 666
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Posted: 2nd Oct 2003 02:31
well, i created the map using Cartography, then exported it into .X format
EvilKnuckles 666
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Posted: 9th Oct 2003 05:25
hello?

and i tried putting them all into a zip file then renaming to pk3, and it's didn't work...
APEXnow
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Posted: 9th Oct 2003 21:12
If you go to 'The Ultimate BSP Thread' forum topic and find the link on the first post for getting hold of Wally, the texture tool, you can use this tool for creating your PK3 files. Also, if your BSP file is appearing black, have you tried converting your textures to JPG files. Again, you need to modify your .X model to reflect the new image extensions otherwise the textures will not appear when you finally build your BSP file.

Just out of curiosity, why are you using the PVS/BSP tool anyway, it's not very usable and it doesn't even support lightmapping. Why don't you build your BSP with the Zoner BSP compiler tools, also available as a link on the above thread. Also, if you've got Cartography Shop v3, download DreamFlower's .MAP exporter from his site and use the .MAP file to build your BSP using the Zoner build tools. All the info on his .MAP exporter can be found in the Cartography Shop discussion forum.

Personally, If I was you, ditch the PVS/BSP compiler until it is finally updated.


Shadow Robert
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Posted: 10th Oct 2003 13:02
if you use the zoner tools then your going about this all wrong...

Zoner's tools create a Half-Life BSP - this means you can actually load the BSP outside of a PAK file (different format to PK3).
I'd recommend just leaving everything outside of the pak and wal files for the minute and load it normally
i posted recently on the DBP board about a compression tool called MultiEx Commander.

This is an EXTREMELY useful tool for alot of games, Half-Life is one of these covered. It can compress .WAL textures (like wally) and also create HL PAK files.

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