About Map Editing - HELP.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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LionHeart
Posts: 5
Joined: Tue Feb 05, 2008 5:11 am

About Map Editing - HELP.

Post by LionHeart »

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 :smirk:) 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 :question:

Thx a lot for ur comments!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: About Map Editing - HELP.

Post by obsidian »

Assuming you don't have any custom content:

/maps
mapname.bsp
mapname.aas

/scripts
mapname.arena

/levelshots
[square image of map, either JPG or TGA]

Make sure that when zipping them, all the directories have remained intact.

You may want to place the pk3 on a "clean" install just to make sure it's not conflicting with your development stuff.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: About Map Editing - HELP.

Post by dichtfux »

Get a tool like pk3man, then create your .pk3 files with that (on linux, simply use zip -r).

To get the .aas-file (you don't have it yet if I understood you correctly), run bspc:

Code: Select all

bspc.exe -optimize -forcesidesvisible -bsp2aas <yourmap>
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
LionHeart
Posts: 5
Joined: Tue Feb 05, 2008 5:11 am

Re: About Map Editing - HELP.

Post by LionHeart »

hi, thx a lot for ur help!

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.

Thx for the answers!
speaker
Posts: 167
Joined: Sun Jan 13, 2008 8:34 pm

Re: About Map Editing - HELP.

Post by speaker »

Hi,

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.
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