Hi! I have a question related to map editing it the case that I have a .pk3 file where I have a .bsp file (of course ) and a .arena file. they are in the map and scripts directory and some other texture information. the problem is that I want the map to be loaded automatically by Q3, when I put the .pk3 file in the \baseq3 directory... also I need a botfile (.aas) for the bots to work; I cant add them even manually. How can I fix this in a simply way or how can I generate the correct information to implemente this .pk3 file
Yes I generate the .aas file with the bspc utility, but cant still join the game automatically when q3 starts using the skirmish mode (cant find it there)... I have to use the console and call my map manually and and the bots the same way.
I have the .arena file (inside the .pk3 file) that look like this:
{
map "purgatory"
bots "doom ranger grunt sarge"
longname "BUN"
fraglimit 10
type "dm"
}
I also create a purgatory.cfg (that's the .bsp name) that look like this:
map "purgatory"
addbot doom 2
addbot ranger 2
addbot grunt 2
addbot sarge 2
timelimit 0
fraglimit 10
but this only loads automatically by the q3 engine when I use a purgatory.lnk that i have previus created for that use that look like this:
quake3.exe" +set fs_game personalgallery +map purgatory +exec purgatory.cfg
(the purgatory.pk3 & the purgatory.cfg files are currently on the personalgallery folder... all other maps loads well)
do you have any other idea of what I can do to fix this?... I'll like the level loaded automatically & with the specific bots, like the regular maps.
Maybe you should transfer your PK3 to the 'baseq3' directory (this is the standard location for PK3 maps). When you start Q3 in the normal way, it uses the 'baseq3' directory by default so it cannot find your map. When you start it using the link the 'fs_game' option tells Q3 where to find the file. The 'fs_game' option is usually used for mods/total conversions that have custom content and game code.