PK3 File Content Information

Discussion in 'Mapping' started by scorpio Midget, Aug 30, 2003.

  1. scorpio Midget Private

    Contributions:
    54
    CoD File Info

    File extensions used in the single player demo pk3* files
    =========================================================
    * pk3 = just a zip file with a different extension.
    localized_english_pak0.pk3
    --------------------------
    dds = compressed textures - use ...
    jpg = texture file - use an imaging program
    tga = texture file - use an imaging program
    wav = sound file - use a sound program
    str = text file containing localization text - use notepad
    pak0.pk3
    --------
    no extension ! = ?
    in xmodel = model file
    or xmodelsurfs = model file
    or xmodelparts = model file
    or xanim = model animation
    or weapons = model file
    or vehicles = model file
    atr = ?
    h = c header file, definitions for states in the s/code, but might also be useful for radiant/modding.
    dat = ?
    efx = effect file, particle system - use notepad
    stype = looks like a shader file, use notepad
    bsp = compiled map file - use a bsp viewer (i've not written it yet)
    cfg = config file, key bindings, server settings etc - use notepad
    dds = compressed texture - use ....
    gsc = animation control file - use notepad
    menu = ingame menu file - use notepad
    csv = mappings of sounds / effects, open with excel or notepad
    mp3 = music file - use sound software
    tga = texture file - use imaging software
    jpg = texture file - use imaging software
    roq = video file
    shader = shader file, controls textures - use notepad
    sun = text file that sets up the sun flare for a map - use notepad
    txt = text file - use notepad
    wav = sound file - use sound software

    * NOTE: Wordpad is better in some cases than notepad, as some of the text files dont load correctly in notepad (it doesn't process the end of line characters correctly).
    1 people like this.
  2. scorpio Midget Private

    Contributions:
    54
    Anyone who has an idea of the file types with ? after them post what you think they are :)

    I'm off now to see if i can crack the bsp and get the 3d viewer working with them.

    Then i'll take a look at the model files.
  3. Shtrafbat Corporal

    Contributions:
    15
    anyways how to edit the player skins not the textures...i mean puting and removing gear...???lol
  4. scorpio Midget Private

    Contributions:
    54
    LOL !, what would that have to do with CoD.

    efx = effect file, particle system - use notepad
  5. Shtrafbat Corporal

    Contributions:
    15
    what about player skins editing!
  6. Thrawn Private

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    33
    I think you have to edit some dds-files, but without a programm to open it, it isn't possible!
  7. scorpio Midget Private

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    54
  8. scorpio Midget Private

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    54
  9. Thrawn Private

    Contributions:
    33
    Thx for the help, it works perfectly :)
    One question: I am creating a real-mod for the demo, how can I get the written stuff away, like that what they are saying...?
  10. scorpio Midget Private

    Contributions:
    54
    theres a 'subtitles' cvar to turn them off.

    cg_subtitles "1"
    cg_subtitleMinTime "1.5"
    cg_subtitleWidth "60"

    open console
    type

    cg_subtitles 0
  11. Sgt KIA Private

    Contributions:
    22
    Specialties:
    Mapper, Modeler, Textures
    Processing:
    Graphics:
    PREMIUM
    I Donated
    I took a brief look at .paks and couldnt find normal .tga files for players. Most of them are in dds format. Players are set in character folder which contains .gsc files. Unlike in mohaa it seems to me you edit only the shader files to make texture changes. I might be wrong.
  12. HkySk8r187 Private

    Contributions:
    1
    You can open and edit the DDS files using the DDS Photoshop plugins then just import the dds which is basically just a texture that supports LOD.
  13. HkySk8r187 Private

    Contributions:
    1
    Looks like people already mentioned this lol...that's what I get for posting without reading the rest of the posts :)
  14. Parts Private

    Contributions:
    6
    the files with no extension like the weapons files seem to be just a string file with each item seperated by a \

    Here's a sample where I've put carriage returns in to see the format after every second \. All we now need to do is work out what they all do!

    WEAPONFILE\
    weaponType\bullet\
    weaponClass\pistol\
    displayName\WEAPON_LUGER\
    AIOverlayDescription\\
    modeName\\
    gunModel\viewmodel_luger\
    handModel\viewmodel_hands_new\
    idleAnim\viewmodel_luger_idle\
    emptyIdleAnim\\
    fireAnim\viewmodel_luger_fire\
    lastShotAnim\viewmodel_luger_lastfire\
    rechamberAnim\\
    meleeAnim\viewmodel_luger_melee1\
    reloadAnim\viewmodel_luger_reload\
    reloadEmptyAnim\viewmodel_luger_emptyreload\
    reloadStartAnim\\
    reloadEndAnim\\
    raiseAnim\viewmodel_luger_pullout\
    dropAnim\viewmodel_luger_putaway\
    altRaiseAnim\viewmodel_luger_pullout\
    altDropAnim\viewmodel_luger_putaway\
    adsFireAnim\viewmodel_luger_fire\
    adsLastShotAnim\viewmodel_luger_lastfire\
    adsRechamberAnim\\
    adsUpAnim\viewmodel_luger_ads_up\
    adsDownAnim\viewmodel_luger_ads_down\
    weaponSlot\pistol\
    moveSpeedScale\1\
    damage\85\
    meleeDamage\40\
    fireDelay\0\
    meleeDelay\0.1\
    reloadTime\2.3\
    reloadEmptyTime\2.7\
    reloadAddTime\1.8\
    reloadStartTime\0\
    reloadStartAddTime\0\
    reloadEndTime\0\
    fireTime\0.167\
    rechamberTime\0.1\
    meleeTime\0.7\
    dropTime\0.3\
    raiseTime\0.35\
    altDropTime\0\
    altRaiseTime\0\
    adsTransInTime\0.275\
    adsTransOutTime\0.4\
    adsZoomFov\80\
    adsZoomInFrac\0.42\
    adsZoomOutFrac\0.08\
    adsOverlayShader\\
    adsOverlayReticle\none\
    adsOverlayWidth\220\
    adsOverlayHeight\220\
    adsBobFactor\0.5\
    adsViewBobMult\0.25\
    hipSpreadStandMin\2.8\
    hipSpreadDuckedMin\2.3\
    hipSpreadProneMin\2.2\
    hipSpreadMax\6\
    hipSpreadDecayRate\3.8\
    hipSpreadFireAdd\1\
    hipSpreadTurnAdd\0\
    hipSpreadMoveAdd\6\
    hipSpreadDuckedDecay\1.1\
    hipSpreadProneDecay\1\
    hipReticleSidePos\0\
    adsSpread\2\
    adsIdleAmount\28\
    hipIdleAmount\30\
    idleCrouchFactor\0.75\
    idleProneFactor\0.25\
    gunMaxPitch\2\
    gunMaxYaw\6\
    adsAimPitch\0\
    adsCrosshairInFrac\1\
    adsCrosshairOutFrac\0.2\
    adsReloadTransTime\0.6\
    adsTransBlendTime\0.1\
    adsGunKickPitchMin\-100\
    adsGunKickPitchMax\-100\
    adsGunKickYawMin\-20\
    adsGunKickYawMax\18\
    adsGunKickAccel\520\
    adsGunKickSpeedMax\2000\
    adsGunKickSpeedDecay\25\
    adsGunKickStaticDecay\50\
    adsViewKickPitchMin\65\
    adsViewKickPitchMax\70\
    adsViewKickYawMin\-8\
    adsViewKickYawMax\8\
    adsViewKickCenterSpeed\1200\
    hipGunKickPitchMin\-30\
    hipGunKickPitchMax\-35\
    hipGunKickYawMin\-2\
    hipGunKickYawMax\18\
    hipGunKickAccel\1000\
    hipGunKickSpeedMax\1200\
    hipGunKickSpeedDecay\100\
    hipGunKickStaticDecay\2\
    hipViewKickPitchMin\60\
    hipViewKickPitchMax\70\
    hipViewKickYawMin\-15\
    hipViewKickYawMax\15\
    hipViewKickCenterSpeed\1400\
    swayMaxAngle\3\
    swayLerpSpeed\7\
    swayPitchScale\0.1\
    swayYawScale\0.1\
    swayHorizScale\0.16\
    swayVertScale\0.18\
    swayShellShockScale\5\
    adsSwayMaxAngle\4\
    adsSwayLerpSpeed\6\
    adsSwayPitchScale\0.1\
    adsSwayYawScale\0.1\
    adsSwayHorizScale\0.15\
    adsSwayVertScale\0.24\
    radiantName\weapon_luger\
    worldModel\xmodel/weapon_luger\
    hudIcon\gfx/icons/hud@luger.tga\
    modeIcon\\
    ammoIcon\gfx/icons/hud@ammo2.tga\
    ammoName\luger\maxAmmo\64\startAmmo\40\
    clipName\luger\
    clipSize\8\
    dropAmmoMin\40\
    dropAmmoMax\56\
    viewFlashEffect\fx/muzzleflashes/standardflashview.efx\
    worldFlashEffect\fx/muzzleflashes/standardflashworld.efx\
    pickupSound\weap_pickup\
    ammoPickupSound\\
    fireSound\weap_luger_fire\
    lastShotSound\\rechamberSound\\
    reloadSound\weap_luger_reload_not_empty\
    reloadEmptySound\weap_luger_reload\
    reloadStartSound\\
    reloadEndSound\\
    altSwitchSound\\
    raiseSound\\
    putawaySound\\
    noteTrackSoundA\\
    noteTrackSoundB\\
    noteTrackSoundC\\
    noteTrackSoundD\\
    shellEjectEffect\fx/shellejects/pistol.efx\
    lastShotEjectEffect\\
    reticleCenter\\
    reticleSide\gfx/reticle/side_skinny.tga\
    reticleCenterSize\4\
    reticleSideSize\6\
    reticleMinOfs\0\
    altWeapon\\
    twoHanded\0\
    rifleBullet\0\
    semiAuto\1\
    boltAction\0\
    aimDownSight\1\
    wideListIcon\0\
    killIcon\\
    wideKillIcon\1\
    noPartialReload\0\
    segmentedReload\0\
    reloadAmmoAdd\0\
    reloadStartAdd\0\
    aiEffectiveRange\400\
    aiMissRange\600\
    standMoveF\0\
    standMoveR\1\
    standMoveU\-1.25\
    standRotP\0\
    standRotY\0\
    standRotR\0\
    duckedOfsF\-2\
    duckedOfsR\1\
    duckedOfsU\-0.2\
    duckedMoveF\0\
    duckedMoveR\0.75\
    duckedMoveU\-1.5\
    duckedRotP\0\
    duckedRotY\0\
    duckedRotR\0\
    proneOfsF\-1\
    proneOfsR\2.5\
    proneOfsU\0.8\
    proneMoveF\5\
    proneMoveR\-75\
    proneMoveU\-105\
    proneRotP\0\
    proneRotY\220\
    proneRotR\-300\
    posMoveRate\6\
    posProneMoveRate\25\
    standMoveMinSpeed\80\
    duckedMoveMinSpeed\20\
    proneMoveMinSpeed\0\
    posRotRate\7\
    posProneRotRate\35\
    standRotMinSpeed\80\
    duckedRotMinSpeed\20\
    proneRotMinSpeed\0
  15. Shtrafbat Corporal

    Contributions:
    15
    i know how to make a skin i know how to edit dds file....it's just the gcs they are like mohaa's TIKs and wehn i tryed to edit it i had an error
  16. kdjac Far...far.....away

    Contributions:
    42
    PREMIUM
    I Donated
    Multiplayer should be fun with Melee weapons :)


    kdjac
  17. Sgt KIA Private

    Contributions:
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    Specialties:
    Mapper, Modeler, Textures
    Processing:
    Graphics:
    PREMIUM
    I Donated
    In quite many of them theres a text at the top "do not modify". I guess we cant edit those files at all.
  18. gReensmith Private

    Contributions:
    52
    Specialties:
    Modeler, Textures
    Processing:
    Graphics:
    I was under the impression that the .'blank' are model files and some animation files, as there seems to be 100's of them but no MD3 files, which im guessing is the model files format they should be using
  19. nsscorpion Private

    Contributions:
    10
    STR files

    All str files contain the subltiles etc and localization text for the game

    example:

    CONFIG "C:\mk\bin\StringEd\StringEd.cfg"
    FILENOTES "Subtitle text should go in this file."

    REFERENCE BURNVILLE_FOLEY_GETREADY
    LANG_ENGLISH "All right guys, get set to move, on my command!"

    REFERENCE BURNVILLE_FOLEY_LETSGO
    LANG_ENGLISH "Let's go, let's go!"

    REFERENCE BURNVILLE_FOLEY_MG42
    LANG_ENGLISH "MG42s! Hit the dirt!"

    REFERENCE BURNVILLE_FOLEY_SUPPRESS
    LANG_ENGLISH "Scorp you guys get suppressing fire on those '42s!"

    REFERENCE BURNVILLE_FOLEY_4
    LANG_ENGLISH "Mortars!"

    REFERENCE BURNVILLE_FOLEY_5
    LANG_ENGLISH "Keep your heads down!"

    REFERENCE BURNVILLE_FOLEY_6
    LANG_ENGLISH "Incoming!"

    REFERENCE BURNVILLE_FOLEY_7
    LANG_ENGLISH "Down, dammit! Stay down!"


    By editing this text you can change menu text subtitles etc to what ever you want here i changed the name martin to scorp.

    I also changed the skill level text from green horn to noob lol

    hope this might help
  20. M!K3 Private

    Contributions:
    15
    Help me plz

    IM NEW:waves:


    Hi well u see im good at html and stuff but i read a tut on pks for cod and well dammit its cool stuff so i decided to fiddle with files and i cant seem to set ammo on gun's i try to on the line below so plz tell me i want to get this modding down pact


    ammoName\BAR\maxAmmo\999\
    startAmmo\999\
    clipName\BAR\clipSize\333\
    dropAmmoMin\333\
    dropAmmoMax\666\

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