Tomasek1a Posted August 11, 2018 I know you can use PK3 Files with Doom Builder but, How? 0 Share this post Link to post
Aquila Chrysaetos Posted August 11, 2018 If you want to make a map for a pk3, you have to make a wad with a single map in it (MAP01) and rename that wad to whatever map slot it will occupy. You will also need to build this map outside the pk3 and add it to the archive after it's built and use the pk3 as a resource. 0 Share this post Link to post
elend Posted August 11, 2018 So, here is where I am also not really clear about how this works. What I have read so far is that a .pk3 is nothing else than a zipped directory. If I want to add textures or music I just add those to the directory. But how does the directory structure look like? Is there some kind of default.pk3 which I could use and always modify? 0 Share this post Link to post
JadingTsunami Posted August 11, 2018 What you're looking for is here: https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement 2 Share this post Link to post
Kappes Buur Posted August 11, 2018 (edited) Doombuilder editors (DB2, GZDB, GZDBBF) can only establish or alter the architecture of a map. Or, in the case of GZDB or GZDBBF, also some text lumps besides scripts. If a pwad, which you want to alter, is in the pk3 format, then you have to unzip the pk3 file first. Then load the map, from the maps folder, into the editor and add the pk3 file as resource. With Doombuilder2 you have to be aware of which format the pwad uses, as DB2 does not have a config for GZDoom maps. In which case some things will not be displayed. However, if you want to do anything else, like add, change or remove any of the lumps within the pwad, then you have to use Slade3, which can load pk3 files directly. Edited August 11, 2018 by Kappes Buur 2 Share this post Link to post