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July 22, 2005, at 02:01 AM by bjarne
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A very common error I've seen is opening a PK3 file and seeing all the files in a pile in the root folder... so remember:
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So remember:
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A quick goole search should provide you with the latest version.
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A quick goole search should provide you with the latest version. But any of the above programs will work fine as well, just rename the file from *.zip to *.pk3 after you created it.
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!!Common mistakes
* '''No folders'''. A very common error I've seen is opening a PK3 file and seeing all the files in a pile in the root folder... Make sure the files are in the right places.
* '''Missing files'''. Another very common error ( also among experienced modders ) is to forget including a file. Often a texture. So '''test your mod on a clean install''' before you send it on. Using a texture from another mod is very easy as all textures are shown from all PK3:s in MOHRadiant. If you have used a custom texture, be sure to copy it to your PK3 ( And thank the creator in your [[ReadmeFile|readreadme file]] ).
* '''Missing readme file'''. This will not affect the functioning of your mod, but it is [[ReadmeFile|good practice to include a useful readme file]]. This way people can contact you about errors and suggestions and read about your mod in general.
July 22, 2005, at 01:46 AM by bjarne
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The thing now is to get all of these files into a ZIP/PK3 file '''in the same directory structure'''. If you have a map, then you have a *.bsp file in ''<MOHAA>/main/maps'' or ''<MOHAA>/main/maps/dm'' or something similar. Perhaps also a script in the same place. Some custom textures in ''<MOHAA>/main/textures/SOME_DIR''. Probably a *.shader file in ''<MOHAA>/main/scripts''.
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The thing now is to get all of these files into a PK3 file '''in the same directory structure'''. If you have a map, then you have a *.bsp file in ''<MOHAA>/main/maps'' or ''<MOHAA>/main/maps/dm'' or something similar. Perhaps also a script in the same place. Some custom textures in ''<MOHAA>/main/textures/SOME_DIR''. Probably a *.shader file in ''<MOHAA>/main/scripts''.
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Img:pakscape.jpg
July 22, 2005, at 01:45 AM by bjarne
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(:toc:)

!!About PK3:s
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* You can have multiple versions of the same mod, and MOHAA will use the latest one ( that is if you follow [[FileNames|my tutorial on PK3 file naming]] ).
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* You can have multiple versions of the same mod, and MOHAA will use the latest one ( that is if you follow [[FileNames|my tutorial on PK3 file naming]] ).

!!What's in a PK3?
You can put anything in them, but lets focus on what to put in them to get a mod working.

You made a mod, right? And you got it working? Good. If it does not work yet: you are reading the wrong tutorial. '''Making a PK3 will not make your mod work if it did not before'''.

OK, if you are still here: you have a working mod and a bunch of files scattered around your MOHAA installation.

The thing now is to get all of these files into a ZIP/PK3 file '''in the same directory structure'''. If you have a map, then you have a *.bsp file in ''<MOHAA>/main/maps'' or ''<MOHAA>/main/maps/dm'' or something similar. Perhaps also a script in the same place. Some custom textures in ''<MOHAA>/main/textures/SOME_DIR''. Probably a *.shader file in ''<MOHAA>/main/scripts''.

The same stuff should be placed in your PK3 file, and the directory structure should be the same. So if you have a file ''C:/Programs/MOHAA/main/maps/dm/my_cool_map.bsp'' than it should be placed in ''maps/dm/my_cool_map.bsp'' in your PK3 file.

Basically think of your PK3 file as the ''<MOHAA>/main/'' folder. If a file should be in main, then it goes straight into the PK3 without placing it in a folder ( I dont know any type of mod file that should bee directly in main however ), but if it should be in ''<MOHAA>/MOHAA/main/maps/dm/'' then it should be placed in ''maps/dm/'' in your PK3 file.

A very common error I've seen is opening a PK3 file and seeing all the files in a pile in the root folder... so remember:
* Same directory structure as when you created the mod on your computer.
* Think of your PK3 as your main folder.

!!Creating a PK3
OK: Now I've told you about a lot of file and directory stuff, lets go create an actual PK3 file.

There are lots of packing programs that can create ZIP files out there
* WinZip
* File Roller
* WinRar
* 7-Zip
* Built into Windows XP and most other operating systems.
* And so on...

...but there is actually an application out there made specifically to create PK3 files: PakScape.
A quick goole search should provide you with the latest version.

So place files you need in the right dirs in the PK3 and you should be fine.

Looking in the standard PK3:s shipped with the game in PakScape can be a good idea, or any downloaded working mod for that matter, just to see how a working file can look.

Imp:pakscape.jpg
July 22, 2005, at 01:04 AM by bjarne
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!PK3 files and how to make them

You made a map, mod, skin, gun or generally cool thing that you want to share with everyone. So how do you create these neat PK3 files that are so easy to drop in the MOHAA main directory?

A PK3 file is a ZIP file that has been renamed to *.pk3 instead of the ordinary *.zip extension.

Most people are perhaps familiar with using ZIP files, but basically they are created by using a program to assemble one or more files into one single file.

The good thing about this is:
* '''Size'''. Because compression algorithms are used to make the resulting ZIP file smaller in size than the original set of files.
* '''Single file'''. It is a lot simpler to place a single file in the main folder than to place a huge amount of them there. It is also simpler to remove a single file, instead of having to remember what 23 files belonged to the mod you want to remove.
* '''Error detection'''. Part of the ZIP format is creating a number called a checksum and adding it to the ZIP file. A program can later calculate that checksum again and compare it to the one stored in the file. If the numbers are different, the file are probably broken by a download error or a virus or something like that.
* '''Organization'''. By having your mod in a single file, it is easier to be sure it has what it needs. And if you remove it; you can be pretty sure you will not break other mods. If different mods conflict ( by having files with the exact same name as an example ) it is a lot easier to fix.
* You can have multiple versions of the same mod, and MOHAA will use the latest one ( that is if you follow [[FileNames|my tutorial on PK3 file naming]] ).

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Page last modified on July 22, 2005, at 02:01 AM