Game Development Community

QuRak - Need link Please

by Donny Wilbanks · in Torque Game Engine · 03/29/2004 (5:42 pm) · 17 replies

Alright, I have made myself a model

Okay, Now I need the tutorial on how to import said model into the Torque.

I have glanced through the ones at

holodeck.st.usm.edu/vrcomputing/vrc_t/

it mostly deals with modeling. Now I want to place the new model into the system.

Note: AP:

I did find a section dealing with the problem part of the problems I ran into here on the Holodeck.st.usm.edu - address. there is a quick section on the directory structures.

#1
03/29/2004 (5:45 pm)
Take this with a grain of salt since I haven't done it, but I think all you have to do is run the torque demo, press F11 to get into the world editor, F4 for creator, then place the DIF.
#2
03/29/2004 (5:48 pm)
"Take this with a grain of salt since I haven't done it, but I think all you have to do is run the torque demo, press F11 to get into the world editor, F4 for creator, then place the DIF.
"


"Well, (very salty) there are alot of options on the "export" function for the QuRak, I now need some Tut information on getting into the game. I tried it, I just placing the Qaurk Map directoty into the Data directly (kinda like the DEMO), but when I get to the object it crashes. SO I now need a Tut on how to importat DIF's into the game.

The questions now come up is QuRak trying to creat a entire area (level) or just one building? I am not for sure, on yet how to tell the differance.

Well I am off

Hows you quest going for structures and editors going?
#3
03/29/2004 (6:23 pm)
Are you putting the textures in the directory along with you interior?

-!CLUTCH! - out
#4
03/29/2004 (6:25 pm)
Here is a link with instructions:

www.garagegames.com/docs/torque.sdk/tools/quark/index.html

-Jeff Tunnell GG
#5
03/29/2004 (6:49 pm)
@Jeff - "Here is a link with instructions:

www.garagegames.com/docs/torque.sdk/tools/quark/index.html"

Need more, this goes to Chapter 5 - creating a new map, nothing about exporting the building that you made (or that I have seen) I could be smoking something. Last bit is "additinal chapters" coming...

The docs do a good job (2nd pass) of getting things set up. But they stop at that point...

@!Clutch! "Are you putting the textures in the directory along with you interior?"

Letme check on that.

Directoty kinda looks like ths

> TorqueTest
..> Cleint
..> Server
..> Data
.....> Missions
.....> Skies
.....> Terrians
.....> sound
.....> tmpqaurk
........> maps
........> textures

The textures are in the tmpquark , textures directory does TGE look for a specific path for the textures?

this is the error I get when I try and add the model

www.dwilbanks.com/screenshots/error.jpg
any ideas here? Is this starting to sound like a "textures in the wrong directory"?

Should the textures be in the same directoy as the DIF Model?
#6
03/29/2004 (7:58 pm)
I believe you are correct, If you open the console after seeing that message you can see where it is trying to find your textures.
#7
03/29/2004 (8:00 pm)
Alright give that a try thanks...

Alright, unfortunatly the Consel won't open, its kinda booted back to the opening screen where the consel is not linked.

But wait there is Consel Doc that gets mimic

Alright the model now is showing up! I am getting a solid black texture! Whooora.... well that's one step closer... Hey thanks..

Well there two textures tht I did not include that it's trying to find. I will see about removing those, may be causing the blackness.

The TGE was looking for the textures in the same directory as the model. I moved the texutres into the same directory as the model and it was able to spawn in without crashing.
#8
03/29/2004 (8:17 pm)
Make sure you Relight the scene by pressing alt-L in the editor after adding an interior object, it will take a bit to relight everything. But that should clear up the solid black.
#9
03/29/2004 (8:34 pm)
Yeah! alright Just for you Mr. Wallace you get to see what I have been slaving over! (-1 to the frustometer!)

www.dwilbanks.com/screenshots/1stBridge.jpg
Well now to go add more to my Torque Journal and refrence. This is one hurdle I have been working on for about a week (I used the wrong app to try this eariler. - see my other crys for help). But that worked out fine. I just needed to know that the shape and the textures should be in the same dir).

Whooohoooo!... (bells ringing, sims singing... yes I am a little carried away)..

So what was learned here?

After getting QuArk configured (correctly).
Export the Textures
Move them all into the same directory
Add the shape to the disired location (f11- then f4)
and then relight the scene..
#10
03/29/2004 (9:00 pm)
Yep. And just so you know, the textures don't actually need to be in the same directory. You can have the textures any level above your interior files. It's useful since multiple interiors use the same textures often, but you can keep them better organized. So your file structure could be like /data/interiors/texture1.jpg and have different interiors that use this same texture organized out like /data/interiors/houses/house1.dif and another one in /data/interiors/bridges/bridge1.dif .
#11
03/29/2004 (9:03 pm)
I am glad you got it working, and also like how you explain how. I just wish there was a way to make finding post like these *easier a year from now when someone else is searching for help on the same issue. The title is a bit misleading as to the problems solved here.


*Edit: Skipped an intended word.
#12
03/29/2004 (9:04 pm)
I will give that a shot, as I am writing up my notes for this evening. I feel much better now :)
#13
03/29/2004 (9:16 pm)
I applogize the title post, I have a bad tendacy of having to edit things a number of times (I can't edit the title post)... hehe. But also in writting out the problem sometimes the answer pops up on it's own - or with some help.

"I just wish there was a way to make finding post like these a year from now when someone else is searching for help on the same issue"

true, I am sure this question has been asked a number of times. I am working prety much from a fresh install on my laptop. It's holding nicely.

I got this basic down. though I am going stay away from the vehicles for a tad bit, I can work on other aspects of things before for I tackle that.
#15
03/29/2004 (10:56 pm)
Heheheh that's neat, but you may want to ummm, fix the spelling of QuArK, coz' half the time it's spelled as QuRak... just sounds kinda funny like that ;).
#16
03/29/2004 (11:25 pm)
"Heheheh that's neat, but you may want to ummm, fix the spelling of QuArK, coz' half the time it's spelled as QuRak... just sounds kinda funny like that ;)."

Doh... hey whats a little twisting of words and numbers called. hehhe
Dyslexia, suffer from that a bit. Thanks for the opps...
#17
03/30/2004 (12:19 am)
Yeah I think I do sometimes too, s'ok.