Packing the Textures your map uses into PK3?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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AEon
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Packing the Textures your map uses into PK3?

Post by AEon »

Pardon the probably really old question...

I seem to remember a tool that lets you select the .map file, and would then check your shaders and the textures mentioned in the .map file to pack all that into a .pk3.

I thought the mappacker tool, as part of Q3Map2Toolz did that?

Alas it only packs the .aas, .bsp, and .arena file.


Last time I needed this was for AEdesert (with the many many textures I used then).
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Hipshot
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Post by Hipshot »

Woulden't it just be easier placing all textures in mapname_textures or something?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
AEon
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Post by AEon »

:)

All textures are in textures\aedm7\... trouble is when using an extensive set of textures like Evillair's eX, you tend *not* to use every texture. And it would be quite a pain to have to find out what textures are in use.


Well... I noted Q3Map3 Toolz do properly pack textures as well. I had for some reason maps/aedm7.bsp in the mapname field of Mappacker. It should have been maps/aedm7.map... now everything works fine.

That reduced the folder size from 12 MB to 8 MB, next beta should be significantly smaller.


Sorry about the confusion folks.
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Foo
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Post by Foo »

Mappacker can be used to pack the whole lot. Perhaps yours is not working right?
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Foo
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Post by Foo »

oops.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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pjw
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Post by pjw »

"listMaterials" + "conDump" at the console should give you a nice clean listing of all materials used in the map in a text file. From there it should (?) be a pretty simple matter to compare that list with the contents of the directory and weed out the unused materials.

Edit: Or you could approach it from the other direction by renaming your texture directory, loading the map, and doing a conDump to get a nice error list of all the missing materials.
AEon
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Post by AEon »

If one really had to do it by hand, the condum idea would probably be best. Then turn that dump into a batch file using DOS copy and presto you have the texture subset needed.

A texture by texture compare would be a pain. Much like simply taking a look at the texture window from the GTKradiant, with the Textures menu, Show in Use option.
Hr.O
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Post by Hr.O »

Be carefull with mapacker. Although it usualy does the job just fine, from time to time it fucks up. (it sometimes forgets a few things like mapmodel textures/shaders)

Most of the time i initially make a pk3 with mapacker, extract that to a working folder. This makes it easy to do testing and stuff, just flunk in the new stuff, repack and ship :)
AEon
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Post by AEon »

Luckily I almost don't use models that could complicate things... and in the end running about the map, will clearly hint at anything missing.
Hr.O
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Post by Hr.O »

AEon wrote:Luckily I almost don't use models that could complicate things... and in the end running about the map, will clearly hint at anything missing.
Just use the console, scroll up and it'll show you a neat list of what's missing :)
AEon
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Post by AEon »

Hr.O,
are you planning on making your tool work for Q4 possibly?

MiriX would probably be another neat addition to Q4 mapping.
v1l3
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Post by v1l3 »

since no one mentioned...

WinZip is perfect...for getting a nice file squished .pk3. As far as missing textures (like pjw mentioned), if you load your map up in baseq3 it will immediately tell of all the missing textures within console after the map is booted. Make sure to name your map z.pk3, so it loads after the pak0-8 .pk3's, to makes sure that none of your shaders mess up the in-game q3maps(happens alot more often with goth textured maps). If you look through the textures that are missing and one of the texture names is not found at all in the textures folders, than you have to look through all of the .shader files to find the scripted name of the texture your looking for. Some it leads to even more missing textures that you also has to find.

It takes quite a while sometimes. I learned it from pulling maps out of mappacks.
Hr.O
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Post by Hr.O »

AEon wrote:Hr.O,
are you planning on making your tool work for Q4 possibly?

MiriX would probably be another neat addition to Q4 mapping.
Nope, got into another line of bussiness. I hardly ever map anymore and have a ton of other projects going on. Maybe if I can find the time/effort I'l finish up the last Q3Map2Toolz version but that's it.
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