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How to make my own pak (or game)?

Posted: Wed Apr 13, 2011 2:25 pm
by daemonicky
I need to make portable pak file. I would add custom textures, models and maps so Quake can run it. Pretty much make a game just like id's quake pak for quake engine.
How to make such pack? How tu run it?

Thanks. :)

Re: How to make my own pak (or game)?

Posted: Wed Apr 13, 2011 4:03 pm
by Nahuel

Posted: Tue Apr 19, 2011 11:00 am
by daemonicky
Nahuel Thanks :) .

For those interested. There is how you make your own game called yourgamename :
1. have folder yourgamename
2. create pak0.pak in this folder by pakexplorer
3. into pak0.pak put
gfx.wad
quake.rc
progs.dat
config.cfg
autoexec.cfg
dir gfx with lmp files, dir maps with your bsp maps, dir sounds with wav sound you use
....
4. close pakexplorer
5. run "quake.exe -game yourgamename"

Posted: Tue Apr 19, 2011 11:09 am
by leileilol
pak isn't necessary

Posted: Tue Apr 26, 2011 4:59 pm
by daemonicky
leileilol wrote:pak isn't necessary
Thanks :) . It works even without pak. One just needs to copy all those files directly into directory.

Posted: Tue Apr 26, 2011 6:07 pm
by metlslime
You should pak stuff up for a public release though... makes it easier for users.

If you have only a couple files total, it's not really necessary. But a huge mod with lots of files, it's a good idea.

Posted: Wed Apr 27, 2011 12:12 am
by leileilol
i should also mention that case sensitivity becomes an issue should you choose to use pak files, since the PAK file system is case sensitive. The standard case is lowercase, so before you PAK make sure you lowercase it all.

Posted: Wed Apr 27, 2011 1:27 am
by metlslime
leileilol wrote:i should also mention that case sensitivity becomes an issue should you choose to use pak files, since the PAK file system is case sensitive. The standard case is lowercase, so before you PAK make sure you lowercase it all.
And the pak format only supports 8:3 filenames. So don't use any long names if you are going to put it in a pak file. (this bit me in the ass when i was trying to finish rubicon 2)

Posted: Wed Apr 27, 2011 6:38 am
by Sajt
metlslime wrote:And the pak format only supports 8:3 filenames.
As far as I know the only limit was 56 chars for the entire filename including path of any file in the pak. If there actually is an 8:3 limit (is there?) it must be in the engine, not the pak format...?

Posted: Wed Apr 27, 2011 12:55 pm
by Spike
pak files support proper unix names, not just dos names. The fact that they're typically lower case is the clue here. It doesn't even recognise directories as anything other than a prefix on the file names.
If you're only getting 8.3 names, its the fault of your tools.
They're limited to 56 chars or so, but not in range of characters.

Posted: Wed Apr 27, 2011 7:55 pm
by Baker
Pak doesn't only do 8:3 files names, it is just Pak Explorer with that crippling limitation.

Pakscape does longer file names just fine.

Posted: Wed Apr 27, 2011 8:20 pm
by metlslime
Baker wrote:Pak doesn't only do 8:3 files names, it is just Pak Explorer with that crippling limitation.
Ah, good to know.

Posted: Wed Apr 27, 2011 8:51 pm
by negke
However if you use filenames longer than 8+3, there will be problems with the original quake.exe. 8)

Posted: Wed Apr 27, 2011 9:05 pm
by Spike
negke wrote:However if you use filenames longer than 8+3, there will be problems with the original quake.exe. 8)
Not if they're inside a pak!

Posted: Wed Apr 27, 2011 9:14 pm
by negke
What a stupid engine!!!!1 :evil: