How 2 build proper pk3 files?

How 2 build proper pk3 files?

Postby funduke re-regist » Fri Mar 06, 2020 6:40 pm

Hello!

I did read that raze supports pk3 files.
Ho do i make proper pk3 files for raze?
How is the required internal directory structure?
The use of what file formats is required?
Are there any example pk3 files for raze/build games to learn from?

Greetings
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Re: How 2 build proper pk3 files?

Postby mjr4077au » Fri Mar 06, 2020 9:51 pm

Pretty sure they're just deflate-compressed zip files (the same ones Windows makes when you compress something using the native tools).
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Re: How 2 build proper pk3 files?

Postby funduke re-regist » Sat Mar 07, 2020 1:36 am

I know, that pk3 files are zip files. I know, how i have to put them together for use with zdoom. For example i have to put a TITLEPIC replacement in the /graphics subdirectory.
But how ist it structured for Raze/Build games?

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Re: How 2 build proper pk3 files?

Postby Manuel-K » Sat Mar 07, 2020 1:49 am

If you want a working example, you can take a look at Kinsie's projects in the “Projects” section, e.g. viewtopic.php?f=354&t=67237
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Re: How 2 build proper pk3 files?

Postby Graf Zahl » Sat Mar 07, 2020 2:24 am

Unlike Doom where I could invent a directory structure, Build already has a virtual file system so it's only the file name that matters. Where you put your data solely depends on what you have in your definition files. The rules are precisely the same as in EDuke32. In general, when data comes in a GRP file, you can unpack that and zip it up as-is. If a mod is distributed as a directory, zipping that directory and loading the resulting file with '-file' should do in most cases. I have seen a few rare cases that may depend on a strict directory structure below the game directory, those won't really work unless edited to remove that hard dependency.
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Re: How 2 build proper pk3 files?

Postby funduke re-regist » Sat Mar 07, 2020 4:43 am

Thank you, Manuel-K and Graf Zahl, for the information.
That example file is super helpful.
Simple examples are always the best for the beginning. :)
And i have seen Graf Zahls comment about the not-yet cumulative nature of Maze/Build pk3's.
Well, i have to wait for technical progress and until then train my DEF-file editing skills.

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Re: How 2 build proper pk3 files?

Postby Graf Zahl » Sat Mar 07, 2020 5:01 am

The thing with .def files is that they were not meant to be cumulative. The entire system has some fundamental issues that are not all solvable. Most of these problems are owed to Build's poor file system implementation which never got priorities right.
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