Jump to content
The Dark Mod Forums

Map not found after packing and installing.


Garreth

Recommended Posts

and the file became a .PK4.ZIP file,

delete the .zip ending. It's filename.pk4, not filename.pk4.zip!!!

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I cant acctualy adjust that, the os puts .zip behind it automaticaly even if the file name ends .pk4 the acctual path will show .pk4.zip , i am not even sure if that is the problem, i sure hope it is something as easy as that.

i dont understand, i did everything right, i even looked at maps of other ppl it all looks legit, the readables not functioning is something strange to, i realy dont know what it is.

Taf you, you taffin taffer

Link to comment
Share on other sites

Open windows explorer settings. "Tools" -> "folder options"

Find View-tab

Find thing called "hide extensions for known file types"

Remove the check from it.

 

For your convenience, windows is hiding the .zip extension for you. Thus you can't rename the extension and life will be misarable. After the change the file will look

"blah.pk4.zip"

Rename it into

"blah.pk4"

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

i see,thx, taffing windows 7 pff

 

i think it needs a bit of work and testing though,

and i realy think the readables editor messed up the path, of my readable when you rename your map the readable is not adjusting, and if you then try to create another xd file it just writes behind the old text wich was still refering to the old map name.

and i wasd not supposed to type betueen the <.........> fuck i am stupid :)

Edited by Garreth

Taf you, you taffin taffer

Link to comment
Share on other sites

i see,thx, taffing windows 7 pff

this behaviour is part of windows since windoes xp at least. I can't tell for older versions, as I've never used them. ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I use mediafire. But there are other possibilities, too.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

preone.pk4 http://www.mediafire.com/?wn4x2x6e69pal12

 

readme.txt http://www.mediafire.com/view/?vpzj8f0uly55a9c

 

darkmod.txt http://www.mediafire.com/view/?m2ty529y6vi46g9

 

so this is the intro to my campaighn, it is far from perfect, i had to rebuild it 3 times, had do make alot of compromises on what i had in mind acctualy so many compromises that it dous not reflect half of what i had in mind, then just decided to finish it as it came out, now i know what the lmimitations of the engine are so the next parts are more qualitative. and better segmented.

i just need someone to take a look at the briefing, and bring the thing to the right place, many thanks.

Taf you, you taffin taffer

Link to comment
Share on other sites

You have several errors in the briefing.xd.

  • At the end there is a } missing
  • If you want to start a new line, end the current one using " and start the new one the same way. xd doesnt like tabs and enter

 

Here is the fixed one. Don't forget to delete the txt ending.

 

briefing.xd.txt

 

Oh, I deleted the gui line changing the font. You have to put it in again :smile:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Has anyone had any luck with textures from Polyhaven? Their OpenEXR normal maps seem too washed out and give incorrect shading in the engine.
      · 4 replies
    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 2 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
×
×
  • Create New...