Game Development Community

Quark - Does it un align vertices for anyone else but me?

by Adam deGrandis · in Artist Corner · 06/07/2004 (1:18 pm) · 3 replies

Let me get this out... I REALLY want to use quark over Hammer. The interface and workflow is so much better. Thats why it kills my soul that Quark is trying to undermine me.

I always work with a snap grid and Im always double and triple checking to see if my vertices are where i want them to be. in quark, they look perfect. when i export, a lot of them shift by a couple tenths of a grid unit (it seems). If i open the exact same file in Hammer and export, everything is exactly where it should be.

so what im asking is "does this happen to anyone else when working in quark"? is there any way to get your maps to convert to difs without having vertices roam that annoying little bit?

EDIT: long days at work make my typing horrendous

About the author

I'm an veteran game artist, teacher, and all around nice guy. Check out my portfolio at adamdegrandis.com.


#1
06/07/2004 (1:24 pm)
This sound like a floating-point issue. I mean floating-point as in numbers, not vertices :) There is an option in Quark somewhere to export floating-point vertex coordinates. You _want_ the vertices to have floating-point coordinates... that means they can be placed more precisely. You must also make sure that you have the most up-to-date map2dif, as I remember long ago it didn't support floating-point. I believe the HEAD version has supported them for quite a while. If not, the MarbleBlast version does... you'll have to search around for it (but don't bother if the HEAD version works).
#2
06/07/2004 (1:46 pm)
Thanks for the ultra quick response, it makes my day. ill make sure to try that
#3
06/07/2004 (5:34 pm)
The downloadable version has recently been updated to support floating point as well. You still must enable it in QuArK, though.