quark4torque
by Desmond Fletcher · in Torque Game Engine · 12/22/2001 (9:25 pm) · 9 replies
Posted a new resource for a modified version of QuArK (Quake Army Knife) that recognizes Torque as a game.
holodeck.st.usm.edu/vrcomputing/toolkit/map_editors/quark4torque/
Includes all Quark program files (version 6.3--patch4), the latest map2dif_DEBUG, minipy15b (run this first before running Quark). Enjoy!
holodeck.st.usm.edu/vrcomputing/toolkit/map_editors/quark4torque/
Includes all Quark program files (version 6.3--patch4), the latest map2dif_DEBUG, minipy15b (run this first before running Quark). Enjoy!
#2
04/03/2002 (6:50 am)
Desmond, how do I import .map files into Quark in Torque mode ? Whenever I try to "open" a .map file, it say "Switching to Quake 1 mode" ...
#3
thought i should move this here,
heres a step by step well what i did anyways,
down load q4t at
http://holodeck.st.usm.edu/vrcomputing/toolkit/map_editors/quark4torque/
extracted it to my F: drive
look for the file called Setup.qrk in F:\torque_maps\quark4torque
the find all the path references for torque and change the hard drive letters to match yours like so
Torque:config =
{
Directory = "F:\torque_maps\torque"
BuildPgm1 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm2 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm3 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm4 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm5 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm6 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm9 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
AddOns = "DataTorque.qrk"$0D"UserData Torque.qrk"$0D"sample.qrk"$0D"roun"
"dstuff.qrk"$0D"moretextures.qrk"$0D"textures2.qrk"$0D"planet.qrk"
}
i think thats all there was to it (and if you extract it to the c: drive, it should work with out editing the setup.qrk
]EDIT
run the minipy15b.exe before running quark (not sure what its for [/edit]
then a quick test :
run quark, click games in the tool bar and make sure you have torque selected, then next to it is a new torque map icon, click it
you will see a default building , now up on that tool bar click torque, then click export220map/BuildHighDetailDif
the new map and dif will be in F:\torque_maps\torque\tmpQuArK\maps,
and the textures for that map will be in F:\torque_maps\torque\tmpQuArK\textures
remember i installed to my f: drive (F:\torque_maps)
now create a new folder in your interiors directory
(mine is, F:\1Torque\example\fps\data\interiors)
and cut and paste the new map, dif, and textures in that folder so as to keep them all to gether (in case you want to share:))
if you want to change the name of the map/dif just "save as" yournewname.
04/03/2002 (7:23 am)
thats a good question , it happens wen i load up the base1.map in torque too.thought i should move this here,
heres a step by step well what i did anyways,
down load q4t at
http://holodeck.st.usm.edu/vrcomputing/toolkit/map_editors/quark4torque/
extracted it to my F: drive
look for the file called Setup.qrk in F:\torque_maps\quark4torque
the find all the path references for torque and change the hard drive letters to match yours like so
Torque:config =
{
Directory = "F:\torque_maps\torque"
BuildPgm1 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm2 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm3 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm4 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm5 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm6 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm9 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
AddOns = "DataTorque.qrk"$0D"UserData Torque.qrk"$0D"sample.qrk"$0D"roun"
"dstuff.qrk"$0D"moretextures.qrk"$0D"textures2.qrk"$0D"planet.qrk"
}
i think thats all there was to it (and if you extract it to the c: drive, it should work with out editing the setup.qrk
]EDIT
run the minipy15b.exe before running quark (not sure what its for [/edit]
then a quick test :
run quark, click games in the tool bar and make sure you have torque selected, then next to it is a new torque map icon, click it
you will see a default building , now up on that tool bar click torque, then click export220map/BuildHighDetailDif
the new map and dif will be in F:\torque_maps\torque\tmpQuArK\maps,
and the textures for that map will be in F:\torque_maps\torque\tmpQuArK\textures
remember i installed to my f: drive (F:\torque_maps)
now create a new folder in your interiors directory
(mine is, F:\1Torque\example\fps\data\interiors)
and cut and paste the new map, dif, and textures in that folder so as to keep them all to gether (in case you want to share:))
if you want to change the name of the map/dif just "save as" yournewname.
#4
I've been using Worldcraft just to learn it (I have very few interiors in my project). What are QuArK's advantages/disadvantages over Worldcraft? What about ease of Exporting. I've had good luck with Worldcraft, but I thought QuArK might have different lighting options, which would be nice.
I do think Worldcraft is very easy to use and for the most part bug-free.
Scott
04/03/2002 (8:09 am)
Hi Guys.I've been using Worldcraft just to learn it (I have very few interiors in my project). What are QuArK's advantages/disadvantages over Worldcraft? What about ease of Exporting. I've had good luck with Worldcraft, but I thought QuArK might have different lighting options, which would be nice.
I do think Worldcraft is very easy to use and for the most part bug-free.
Scott
#5
I'm sounding like a broken record (CD?)... :-)
We *need* a licensed-community-only open source set of editors for TGE: 3d mesh, interior, script, etc.
*Any* other editor is a kludge and doesn't support all current and future TGE features.
When will *someone* at GG (employee or associate) step up and start this ball rolling...
David
04/03/2002 (1:07 pm)
Hi all,I'm sounding like a broken record (CD?)... :-)
We *need* a licensed-community-only open source set of editors for TGE: 3d mesh, interior, script, etc.
*Any* other editor is a kludge and doesn't support all current and future TGE features.
When will *someone* at GG (employee or associate) step up and start this ball rolling...
David
#6
04/03/2002 (1:35 pm)
I am not sure they can start this. Not to sound lude, but I think their balls are rolling all over the place. :)
#7
we do not need a new interior modeller... we need a new modeller... Quark DOES have everything we need, and way more.... a lot of Quark's fancy feature (like bezier curves etc) cant even be used in Torque. Quark does the job perfect, so there's no need of wasting time writing a new aplication for making interiors.
Models is something different, we do need a modelling program.
Please stop confusing the 2
04/03/2002 (1:56 pm)
@ david we do not need a new interior modeller... we need a new modeller... Quark DOES have everything we need, and way more.... a lot of Quark's fancy feature (like bezier curves etc) cant even be used in Torque. Quark does the job perfect, so there's no need of wasting time writing a new aplication for making interiors.
Models is something different, we do need a modelling program.
Please stop confusing the 2
#8
@Ken--right now, when in Torque game mode, you have to have a particular map format. The simplest solution (the same one I use to convert all my HL/Q3 maps) is to open your map in whatever game mode it wants, copy the map structure (or parts you want) from the treeview at the left, close that map, start a new map in Torque game mode, and paste in under the WorldSpawn (don't copy the Worldspawn from the other map format--there are different specifics for different map formats).
Oh, BTW, this just in...QuArK now has support for PNG so I will be getting that feature available soon for "Torquers" :). Also, I hope to have the Torque components added to the official release of QuArK soon so there won't be the need for a quark4torque version.
04/04/2002 (12:08 pm)
I agree with Ward--the bottleneck on what can be done with interiors is in map2dif/engine. We haven't tapped much of QuArK's capabilities at all. @Ken--right now, when in Torque game mode, you have to have a particular map format. The simplest solution (the same one I use to convert all my HL/Q3 maps) is to open your map in whatever game mode it wants, copy the map structure (or parts you want) from the treeview at the left, close that map, start a new map in Torque game mode, and paste in under the WorldSpawn (don't copy the Worldspawn from the other map format--there are different specifics for different map formats).
Oh, BTW, this just in...QuArK now has support for PNG so I will be getting that feature available soon for "Torquers" :). Also, I hope to have the Torque components added to the official release of QuArK soon so there won't be the need for a quark4torque version.
#9
04/04/2002 (4:21 pm)
OK Desmond, thx !
Torque Owner James Murray