Hey, does anybody know what I'm doing wrong? I try to open a .glm file with ModView, but I get the error message "Filesystem call made without initialization." Don't have a clue what that means.
I've got all the textures and skin files for the model all unzipped, and in the proper directory structure (models\players\debbie\model.glm). And I've made a .pk3 of the thing, tested it in-game, and it works. I just figure that using ModView will help me smooth out a lot of the bugs with it.
well i dont really know why you get that popup but can you tell me how to change a Zip file to a Pk3 file?
I use the evaluation version of WinZip to make my .pk3s. I had a little trouble with it at first, because I'd just name the file whatever and then try to change the extension from .zip to .pk3 later, which doesn't work. Instead, when I originally create the .pk3, I type in .pk3 at the end of the file name. The game recognizes it then.
but what if your skin or model still is seperated ( ie it has seperatley the tunic and blah blah blah) would i just zip it and put .pk3 at the end of my zipped folder?
I'm not sure if I understand your question. Are you trying to just make a new torso option for the custom character or something?
Ahem let me use it in proper english..
I'm done with my reskin and would like to make it a pk3 file. i have already zipped it but would like to know what to do next to make it a pk3.
Sounds to me like you just need to re-zip it. Let's say, for example, that last time you named the file newskin when you first created the new .zip file. This time, name it newskin.pk3. Just do what you did before, but actually type the .pk3 at the end of the filename when you create it. That was my biggest stumbling block.
so i name the folder well the extension .pk3? than i zip it?
I think you're using a different program than me, but go ahead and try that. It just seemed to me that you could never CHANGE a .zip to a .pk3. You had to actually name it filename.pk3 from the get-go.
You got msn? it would be alot easier there