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Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Tue Sep 09, 2008 2:22 pm
by Captain Proof
Yeah,I think I would rather load one file than 5 or 6.

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Tue Sep 09, 2008 3:03 pm
by Enjay
There are some technical advantages to using the zip/"pk3" ( :roll: ) structure, if you are using it properly - ie not just throwing WADs into a zip then renaming it but using the proper internal namespaces provided with support of the zip format.

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Tue Sep 09, 2008 3:06 pm
by Sniper Joe
Even then zips should usually be changed to pk3s just so no one tries to unzip them. (Because lets face it, NO ONE is gonna read the readme file.) :P

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Tue Sep 09, 2008 3:18 pm
by DoomRater
Sniper Joe wrote:Even then zips should usually be changed to pk3s just so no one tries to unzip them. (Because lets face it, NO ONE is gonna read the readme file.) :P
I'd rather have it the other way around, so that people UNDERSTAND what the package is. Of course I then explain to some people "don't unzip it"...

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Tue Sep 09, 2008 3:19 pm
by Enjay
Sniper Joe wrote:Even then zips should usually be changed to pk3s just so no one tries to unzip them.
pk3s are associated with Winzip on my machine because I regularly want to unzip them. :P

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Tue Sep 09, 2008 3:22 pm
by Captain Proof
That's weird cause I CAN'T unzip them on my computer.

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Tue Sep 09, 2008 3:28 pm
by DoomRater
Rename to ZIP and see if you still can't.

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Tue Sep 09, 2008 3:32 pm
by Captain Proof
Great,Now maybe I can Dissect some of these PK3 files and experiment with them.

@JohnnyFive:I was wondering,how did you do the Risen3d style blood spatter on the floor?

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Wed Sep 10, 2008 7:05 am
by JonayaRiley
Phobus wrote:I fail to see why it needs to be a pk3 to run in GZDoom, but whatever floats your boat.
It doesn't, but I do believe you need to use the pk3/zip structure to use MD2/MD3 models. It certainly makes using them easier, in any case, so when I decided to add some basic MD3s for some of the repetitive scenery, I put the whole thing into a pk3.

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Wed Sep 10, 2008 7:08 am
by JonayaRiley
Captain Proof wrote:Great,Now maybe I can Dissect some of these PK3 files and experiment with them.

@JohnnyFive:I was wondering,how did you do the Risen3d style blood spatter on the floor?
The blood splatters are actually separate textures with the blood painted on top of a copy of the original. I used some of Photoshop's default brushes with partial translucency to paint on the splatter. None of the floor splatters are dynamic.

You can open .pk3 files directly from SlumpED too.

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Wed Sep 10, 2008 8:54 am
by Phobus
Ahah. So there IS a reason. Fair enough then. :)

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Wed Sep 10, 2008 9:56 am
by JonayaRiley
Phobus wrote:Ahah. So there IS a reason. Fair enough then. :)
To be completely fair, I might just be talking out of my ass, but my reading of the MODELDEFS documentation suggests it requires the pk3/zip directory structure. :)

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Wed Sep 10, 2008 10:08 am
by Snarboo
JonnyFive wrote:To be completely fair, I might just be talking out of my ass, but my reading of the MODELDEFS documentation suggests it requires the pk3/zip directory structure. :)
I'm not sure you can load an MD2/MD3 file into a wad, so I think you're right.

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Wed Sep 10, 2008 10:45 am
by Enjay
JonnyFive wrote:To be completely fair, I might just be talking out of my ass, but my reading of the MODELDEFS documentation suggests it requires the pk3/zip directory structure. :)
Well, if you are talking out of your ass, your ass is making sense. :)

Re: [WIP] Cold As Hell (bugfix and enhancement edition)

Posted: Wed Sep 10, 2008 11:56 am
by Phobus
In which case we should all listen to his arse.

Yep...