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 Using PakRat 

You can use PakRat to open and view resources in .pak and .pk3 files from Quake, Quake II, Quake III and some other games that use the Quake engine. It currently handles the following resource formats:

  Models    .mdl .md2 .md3
  Maps    .bsp (Quake 3 only)
  Images  .jpg .tga .pcx .wal
  Sounds  .wav
  Text  .c .cfg .config .h .shader .skin .txt

 Opening Maps 

PakRat currently supports only Quake 3 map rendering. To open and view a Q3 map, open the map's PK3 file, then double click a .bsp file in the 'maps' folder. Use the mouse and the arrow keys to move around the map.

With certain third party maps you will need to have the pakO.pk3 file open in order to see the map fully rendered. This file is located in the baseq3 folder in your Quake 3 folder. Many maps use Id's textures and PakRat won't be able to find them unless pakO.pk3 is open.

 Opening Models 

Open models by double clicking on them. The .mdl and .md2 formats will open into complete models. For .md3 things are a bit more complicated. The .md3 format breaks player models into legs, torso, and head pieces to be assembled at load time. To open complete models, make sure Assemble Models is checked in the Options menu, and open the player's lower model. For example: /models/players/klesk/lower.md3. PakRat will automatically load and attach upper.md3 and head.md3 and will apply the player's default textures. To open models in pieces, uncheck Assemble Models.

Double clicking on the same model again will bring that model's window to the front. To open mutiple instances of the same model, hold down the control key and double click.

 Opening Models without a PK3 file 

Various skinners have asked us to add this feature, the ability to open resources outside of PK3 files. This allows skinners to quickly edit, preview, and fix their skins withough having to recompress the PK3 file between edits. A great time saver!

This feature is invoked automatically when you open a .skin, .bsp, or .md3 from disk. Your directory structure should be the same as Id's PK3 file. For Example: /files/models/players/zash/zash.skin would be the file I would choose, then PakRat will open a file browser with the directory 'files' as the root, and will look for shader scripts in /files/scripts/.

 Assembling Models 

Hold down the option key and the model's tag locations will be revealed. Drag and drop any .md3 onto one of these tags. You can remove models by holding down the option key and clicking on a tag, the model attached to the tag and all of its children will be removed. You can use this feature to add weapons to your models. PakRat does support third-party weapons and objects. To return the model back to it's default state, choose Reload (command-r) from the File menu.

 Applying Textures 

The .mdl format stores one or more textures internally, .md2's reference images stored in the same directory. For models stored in archives, PakRat will automatically load all associated textures. To switch between textures on .mdl and .md2 models use the '[' and ']' keys. You can also use drag and drop to apply a texture.

The .md3 format stores texture information in .skin files. These files are stored in the same directory as the .md3 and contain references to textures for each mesh in the model. To apply a texture to a portion of a model, double click on the .skin file. If the appropriate model is open, the texture will be applied to it. Otherwise, the text contents of the .skin file will be displayed. To open a .skin file without applying it to a model, hold down the control key. You can also use drag and drop to apply a texture onto any mesh in an .md3.

 Manipulating Models 

You can rotate a model and view it from all angles by dragging the mouse in the model's window. To move the model's origin in the window, hold down the control key and drag in the window. To make the model larger or smaller, hold down the shift key and drag. You can also resize the model using the '+' and '-' keys. The models will animate while rotating, you can press space bar to pause the animation. Use the arrow keys to view each frame of the current animation.

 Controlling Animation 

Each of the model's animations are mapped to the alphabetic keys on the keyboard. For .md3 models, each animation sequence is associated with a logical next sequence. For example Jump Forward is followed by Land Forward and then Stand Idle. To change this behavior, turn on Repeat Animations in the Options menu.

 Rendering Options 

Using the Options menu you can change the way models are rendered. You can choose to view them with or without textures, turn lighting on or off, and switch between wireframe or filled polygons. Some combinations look better than others.

For smooth animation you can turn on interpolation. This option generates extra animation frames on the fly between the frames defined in the model. It requires a bit more CPU horsepower.

 Keyboard Shortcuts 

PakRat generates a config file named PakRat.cfg that can be found in the preferences folder, this file contains all the keys and settings. Using a text editor such as BBEdit you can edit the keys in order to suite your preference.

a"Raise Weapon"
b"Crouched Idle"
c"Land Backward"
d"Stand With Gauntlet"
e"Death 2"
f"Crouched Walk"
g"Walk"
h"Run"
i"Shoot"
j"Backpedal"
k"Swim"
l"Jump Forward"
n"Turn In Place"
o"Hit"
p"Drop Weapon"
q"Death 1"
r"Dead 2"
s"Stand With Weapon"
t"Death 3"
u"Gesture"
v"Stand Idle"
w"Dead 1"
x"Jump Backward"
y"Dead 3"
z"Land Forward"
+"sizeup"
-"sizedown"
="sizeup"
_"sizedown"
F1"toggleVertexNormals"
F2"toggleBoneFrameBox"
F3"toggleInterpolation"
F4"toggleHUD"
F5"toggleTextured"
F6"toggleWireframe"
F7"toggleLight"
F8"resetRendering"
DOWNARROW "decrementLower"
LEFTARROW"decrementUpper"
RIGHTARROW"incrementUpper"
UPARROW"incrementLower"
SPACE"toggleAnimation"
["previousSkin"
]"nextSkin"