Game Development Community

QuArK + Python 2.2

by John Connell · in Artist Corner · 07/27/2003 (9:55 am) · 9 replies

Theres a new QuArK snapshot that (finally) uses python 2.2, so the mini python pack is no longer required.

Check it out.

#1
07/30/2003 (10:37 pm)
I finally had a chance to mess around with the new snapshot (posted above) today. I was suprised to see some major interface changes, mainly a new texturing toolbar.

This is exactly what I've been waiting for, QuArK is great and all but the texturing method has always been inferior to worldcraft if you ask me.

The screenshot doesen't give the new toolbar justice because almost every button has a brand new icon. They threw me off a little too much, but for someone just learning QuArK I'd bet they are more simplistic. The next official release of QuArK will be a big improvement judging from this snapshot.
#2
07/31/2003 (12:08 am)
That sounds like it might be cool. My biggest problem with Quark texturing is that it snaps the scaling to 0.10 increments which totally *^%*&^ sucks! Just about all modern cards have 16 bits of precision for UV coords, there is no reason to snap it like that. Do you know if that has been fixed John?
#3
07/31/2003 (12:18 am)
Strange how you guys say the Quark texturing is inferior... I never had much problems with it.
Are you guys using the "tag face" "project from tagged" "wrap from tagged" "wrap around pilar" commands at all? And about the snapping, as far as I know it snaps to the grid you set, wich makes sense. Removing the grid gets rid of the snapping behavior.
#4
07/31/2003 (1:17 am)
QuArK's texturing tool is just not as intuitive as the WC Hammer one. Once you get a handle on it, it works pretty darn well.

Speaking of Python... Python just got updated. Are we supposed to keep our version as nice and fresh as that?

-Eric
#5
07/31/2003 (3:09 pm)
Unfortunately the texture scaling only crudely follows the grid Ward. Far as I can see, you can't turn the grid off. Try setting the texture scale to 0.25, 0.25 sometime when texturing a face in Quark. Ooops, it changes it to 0.3, 0.3 - doesn't matter what your grid scale is.

Why would anyone possibly want a texture to perfectly repeat 3 or 4 times across a surface anyway? Or perfectly fit a face that doesn't have power of 2 dimensions? That's crazy talk ;)
#6
07/31/2003 (4:09 pm)
I agree. You simply shouldn't have textures that require a scaling of 0.25
#7
08/01/2003 (5:41 pm)
I was being sarcastic Erik. Mappers will always want to be able to at least perfectly or near perfectly fit a texture on a face. That isn't possible on some geometry if your scaling doesn't have a resolution below 0.10. Doesn't matter what your texture size is, it's the UV mapping I'm talking about.
#8
08/01/2003 (6:26 pm)
@Brian: Although its annoying the scale input box doesen't reflect changes, the scaling is correct. The same goes for the grid (set the grid to .20 and you'll get .3, but its really at .20).
#9
08/16/2003 (10:57 am)
Quark6.4 alpha 1 now includes the python.dll so the minipy15b.exe is no longer required to be installed