Quake III Arena

Quake III Arena

Spraco Sep 28, 2018 @ 9:37am
Sound files mod
How can I mod sound files? I tried, but it doesn't play anything. Can someone help me?
Originally posted by laff:
Look in the baseq3 folder for .pk3 files, you can copy them to your desktop and rename them to .zip and you can browse the files. One of these pk3's should have sound files in them. If you want to modify/replace them, create a z_soundmod.zip file (the z_ prefix will make sure any name you choose will be read after base files, zzz_ is another common prefix for idtech3-based game mods or maps). Copy the folder structure and place your sound files in folders with file names corresponding to the original sound files which you want to replace in your zip file. Then rename your zip to a .pk3 file and place it in the baseq3 folder. The sound files have to be in a certain directory with a certain filename and also a certain format so you should check existing files' file details.

At a cursory glance, it seems like they need to be .wav files with 352kbps bit rates but I didn't check them all. The music files seem to be 705kbps. Perhaps sound files can have as high of quality as the music or even a higher quality, but you'd have to test for yourself. If you need something to convert your audio files, I think Audacity is still one of the better free options, but I haven't used it that much and not recently.

The files you'll find in the pk3's and game directory are licensed content to the game. idTech3's source code may be GPL, but that doesn't mean Q3A game assets are too. If you want more specifics, check the EULA (in extras/help) or contact the license holders.
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laff Sep 28, 2018 @ 2:28pm 
Look in the baseq3 folder for .pk3 files, you can copy them to your desktop and rename them to .zip and you can browse the files. One of these pk3's should have sound files in them. If you want to modify/replace them, create a z_soundmod.zip file (the z_ prefix will make sure any name you choose will be read after base files, zzz_ is another common prefix for idtech3-based game mods or maps). Copy the folder structure and place your sound files in folders with file names corresponding to the original sound files which you want to replace in your zip file. Then rename your zip to a .pk3 file and place it in the baseq3 folder. The sound files have to be in a certain directory with a certain filename and also a certain format so you should check existing files' file details.

At a cursory glance, it seems like they need to be .wav files with 352kbps bit rates but I didn't check them all. The music files seem to be 705kbps. Perhaps sound files can have as high of quality as the music or even a higher quality, but you'd have to test for yourself. If you need something to convert your audio files, I think Audacity is still one of the better free options, but I haven't used it that much and not recently.

The files you'll find in the pk3's and game directory are licensed content to the game. idTech3's source code may be GPL, but that doesn't mean Q3A game assets are too. If you want more specifics, check the EULA (in extras/help) or contact the license holders.
Spraco Sep 29, 2018 @ 3:32am 
It's a bit complicated, but I'll try. Thanks a lot.
Spraco Sep 29, 2018 @ 3:34am 
Just one question: i noticed that Win Rar can open .pk3 files. Is it ok or i need to rename to .zip?
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Date Posted: Sep 28, 2018 @ 9:37am
Posts: 3