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xdshot 3 Nov, 2015 @ 2:46pm
How to test my pk3?
So, I made a pk3 file which contain my mod.
The question is how can I check and test it before uploading to workshop? Where should I put it?
When I did put this pack into baseq3 folder and launched the game, nothing of what was expected wasn't changed.
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VoDa 5 4 Nov, 2015 @ 3:47am 
You put it in C:\Steam\steamapps\common\Quake Live\baseq3 then you launch the game and type in console. /map myawsomemap

I have the new Entities.def if you want/need it? its the entities.def for the ammo_pack!
xdshot 4 Nov, 2015 @ 3:49am 
Originally posted by ^4A^7n^4a^7T^4e^7L:
You put it in C:\Steam\steamapps\common\Quake Live\baseq3 then you launch the game and type in console. /map myawsomemap

I have the new Entities.def if you want/need it? its the entities.def for the ammo_pack!
What if I make a model/skin replacement, not the map? I assume workshop allows it. Do I need also to put my pk3 into baseq3?
VoDa 5 4 Nov, 2015 @ 4:01am 
Oh a model skin I am not sure about that You should look in the guids!

Character Guid !
Last edited by VoDa; 4 Nov, 2015 @ 4:07am
SpåKK 4 Nov, 2015 @ 3:06pm 
pk3 files are loaded in alphabetical order, so if you want to override default features of QL, you should prefix all your custom pk3 files with "zzz_" (for example). Try and keep the baseq3 folder uncluttered - your whole mod should be in just one pk3 file. If you want a new player model, then inside the pk3 include a "models/'players/<yourplayername>" structure.
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