Three Quark model questions
by M. Stolley · in Torque Game Engine · 11/18/2004 (11:07 pm) · 2 replies
Hi,
i just read true the "3D Game Programming all in one" but still have some modeling questions.
At first i think i do not need collusion in my games so can i save some polygons when i model ?
I think that i normaly do need to model in blocks so for the ground or a wall i have i.e. cuboid models with manny polygons where i only need i.e. one quad poly for a simple wall. So can i model only one quad poly or will there some problems apair later if i do not model the cuboid way?
My second question is, do i realy model in quad polys or are the engine (Quark or Torque) tripple them or do need them trippled?
The third question is, how can i model i.e. a cave in quark?
I somewhere in the forum that someone has modeled i real looking guitar in quark but till now i do not know how he makes curves or so.
If i model a simple wall i can strech the box but what i want is to divide the block so that i have more vertices and i want to move the vertices to form a cave.
Can i do that and if so how ?
So maybe someone can give me some advice or a link to a tutorial wich will hepl me?
Thank you
Mathias
i just read true the "3D Game Programming all in one" but still have some modeling questions.
At first i think i do not need collusion in my games so can i save some polygons when i model ?
I think that i normaly do need to model in blocks so for the ground or a wall i have i.e. cuboid models with manny polygons where i only need i.e. one quad poly for a simple wall. So can i model only one quad poly or will there some problems apair later if i do not model the cuboid way?
My second question is, do i realy model in quad polys or are the engine (Quark or Torque) tripple them or do need them trippled?
The third question is, how can i model i.e. a cave in quark?
I somewhere in the forum that someone has modeled i real looking guitar in quark but till now i do not know how he makes curves or so.
If i model a simple wall i can strech the box but what i want is to divide the block so that i have more vertices and i want to move the vertices to form a cave.
Can i do that and if so how ?
So maybe someone can give me some advice or a link to a tutorial wich will hepl me?
Thank you
Mathias
#2
So can i switch of the collusion controll in quark or torque so i can save some CPU time if i do not need collusion for the objects ?
I think i can model some simple objects for collusion if i need them on some places and make them invisible but control collusion.
So can i use tris in quark or must i use quad polys, that is important to know for me becouse i model in Lightwave and then can use the .map format if i understand it right.
So when i want to model a cave in quark i must cut away peaces and stick other peaces together to make a cave. But when i understand it right i can have the same cave at the end of modeling in quake like i i.e. model it in Lightwave, just build it the other way, right ?
Will then there be tris in the quake modeled object?
So when i will make i.e a church tower wich looks like a triangle i can use tris or do this do not work?
Sorry for asking again, but i must understand it right !
Thank you.
Mathias
11/19/2004 (12:56 am)
Hi FruitBatInShades again !So can i switch of the collusion controll in quark or torque so i can save some CPU time if i do not need collusion for the objects ?
I think i can model some simple objects for collusion if i need them on some places and make them invisible but control collusion.
So can i use tris in quark or must i use quad polys, that is important to know for me becouse i model in Lightwave and then can use the .map format if i understand it right.
So when i want to model a cave in quark i must cut away peaces and stick other peaces together to make a cave. But when i understand it right i can have the same cave at the end of modeling in quake like i i.e. model it in Lightwave, just build it the other way, right ?
Will then there be tris in the quake modeled object?
So when i will make i.e a church tower wich looks like a triangle i can use tris or do this do not work?
Sorry for asking again, but i must understand it right !
Thank you.
Mathias
Torque Owner FruitBatInShades
Your question is a bit confusing! but I shall answer what I can.
Collision
Quark is used to make objects that ALWAYS have collision. Collision is a really expensive process in CPU cycles so you need to keep the polys down for collidable surfaces. This is why Quark exists. It deals with a special type of modelling that makes these calculations easy to do. Polys also need to shown or hidden depending on whether you can see them, this is also expensive and requires this special type of editor.
Quad polys
The engine renders them a tris and they are stores as tris in the files. It just a conceptual way of building flat faced objects for buildings etc. You don;t find many triangular faces on buildings ;)
Cave
You can easily model a cave i quark, but you have to think differently. If your used to editing in Max or Milkshape you have a large learning curve ahead. Quark is used to create CSG models. These are models that can be scanned quickly to see if a face can be seen or is in collision.
The down side is that they have to be as simple as possible and the first thing to know is that you cannot have a vertex inside the brush/volumes mass. This is basically what all the headaches are about.
I did intend to explain how you do a cave but its not easy to explain the concepts!
Imagine that a brush (cuboid) is a block of wood and you can only cut it once with a circular saw. To make a cave you need to get a lot of blocks and cut the corners off them in various ways so they look different and stack them on top of each other. You are doing the reverse of what you would do in Max/milkshape. SO you'd make your tri, by cutting a piece off the brush.
I'm sorry, thats probably didn't help at all! Its very hard to explain the concepts.
Read the docs with QuArK and look at the quark stuff here