Author Topic: .pak files  (Read 1780 times)

supertanker

  • VM-68
  • Posts: 127
.pak files
« on: June 14, 2006, 08:08:59 PM »
How can i edit .pak files?

Does paintball support them? I don't want people to have to download 3+ megs of textures..

Eiii

  • Autococker
  • Posts: 4595
Re: .pak files
« Reply #1 on: June 14, 2006, 08:37:11 PM »
Paintball doesn't support them, so don't worry.

TinMan

  • Autococker
  • Posts: 1347
Re: .pak files
« Reply #2 on: June 14, 2006, 08:40:50 PM »
It would be a nice feature if digipaint did support compression though, skip .pak and go to .pk3 though for the sake of it being able to be opened in more decompression programs, it would also organize which maps need what files like how Q3 and Q4 use them. (even though q4 is .pk4, custom maps still keep custom images in the same archive as the map/bsp file)

supertanker

  • VM-68
  • Posts: 127
Re: .pak files
« Reply #3 on: June 14, 2006, 08:47:00 PM »
Yes
or 7zip files, they are mucha beter than .zip

( http://freeware.levelzone.net/pmwiki.php/Reviews/7zip )



Eiii

  • Autococker
  • Posts: 4595
Re: .pak files
« Reply #4 on: June 14, 2006, 08:54:00 PM »
UHA > all.

TinMan

  • Autococker
  • Posts: 1347
Re: .pak files
« Reply #5 on: June 14, 2006, 09:47:32 PM »
I don't like 7zip, they tend to get fudged if you put em on a CD and it gets scratched a little bit, personally for compression I use gzipped tarballs (.tar.gz), there are many shell scripts out there that ensure maximum compression without file corruption that make it a realy handy archive. It would of course make sense for a game using a Quake (2) engine to use the same format as other quake games, quake 3 is open source now and has been for a while, so .pk3's would actually be plausible to implement, as would .pak's.