Creating interiors in QuArK and importing it into game
by Ronald Andaya · in General Discussion · 08/03/2005 (9:27 am) · 6 replies
Ok, I'm a beginner at using QuArK and I created a very, very simple room. Basically a block to test if I can bring it into my map. When I fire up my map, and bring up the Mission Editor Creator, I click on my interior. As soon as I do that, it Exits the game, and an Error window pops up and reads:
"Disconnect
You do not have the correct version of FPS starter kit or the related art needed to play on this server, please contact the server operator for more information( invalid packet)."
But when I export the example interiors and bring them into my map, it works just fine. What am I doing wrong?
"Disconnect
You do not have the correct version of FPS starter kit or the related art needed to play on this server, please contact the server operator for more information( invalid packet)."
But when I export the example interiors and bring them into my map, it works just fine. What am I doing wrong?
About the author
#2
If you are using starter.fps make sure that your textures are in the "example\starter.fps\data\interiors" directory.
Do yourself a favor and get CShop and the torque exporter for CShop.
Cartography Shop
Torque Pipeline for Cartography Shop
08/03/2005 (9:37 am)
Just a guess...If you are using starter.fps make sure that your textures are in the "example\starter.fps\data\interiors" directory.
Do yourself a favor and get CShop and the torque exporter for CShop.
Cartography Shop
Torque Pipeline for Cartography Shop
#3
@Claudio
What is Cartography Shop and what do I need it for?
08/03/2005 (9:51 am)
Thanks guys. I already knew the textures were supposed to be there and I thought I pasted them into the right directory, but due to the lack of sleep, I pasted them somewhere else. LOL! If I need more help with QuArK, I'll post a thread on this forum.@Claudio
What is Cartography Shop and what do I need it for?
#4
Think of it as Valve Hammer lite (world craft). Quark is the devil. Yeah it's got lots of handy features but the learning curve is way too steep. We use CShop for all of our interiors and haven't looked back.
-OR-
Wait for Constructor from the GG guys.
Constructor
edited for spelling
08/03/2005 (10:02 am)
From the web siteQuote:Cartography Shop is a modeling program for creating architecture and calculating lighting. The program is ideal for game environments, 3D presentations and other commercial applications.
Cartography Shop was designed with the philosophy that ease-of-use and power are not antagonistic. No other modeler automates processes like UV mapping and light calculation, yet still allows low-level access to all elements of a scene. This is a tool designed for the mass production of media, using the fewest number of mouseclicks possible to generate the high-quality results you need.
Think of it as Valve Hammer lite (world craft). Quark is the devil. Yeah it's got lots of handy features but the learning curve is way too steep. We use CShop for all of our interiors and haven't looked back.
-OR-
Wait for Constructor from the GG guys.
Constructor
edited for spelling
#5
08/04/2005 (12:35 am)
I'm trying to create a doorway using the portal brush in QuArK. How do i go about doing this?
#6
Drag the portal brush so it just overlaps the hole you are trying to cover, make sure that the faces of the portal do not fit flush to any of the holes faces. The protal needs to over lap on top, bottom, left and right. But the main faces (the ones you are looking 'through' as you look at the hole, need to be just inside the holes brushes. So if the hole brushes are 20 units thick, the portal needs to be about 16 thick.
Finally make sure you asign all the faces of the portal brush to the bright pink NULL texture.
08/04/2005 (5:11 am)
I assume you have a portal brush already? If not you'll find a icon above the compass with torque specific brushes in, create a new portal brush.Drag the portal brush so it just overlaps the hole you are trying to cover, make sure that the faces of the portal do not fit flush to any of the holes faces. The protal needs to over lap on top, bottom, left and right. But the main faces (the ones you are looking 'through' as you look at the hole, need to be just inside the holes brushes. So if the hole brushes are 20 units thick, the portal needs to be about 16 thick.
Finally make sure you asign all the faces of the portal brush to the bright pink NULL texture.
Torque 3D Owner Matthew Langley
Torque