Game Development Community

Doors and Quark (the love/hate)relationship

by John Spivey · in General Discussion · 03/01/2006 (3:21 pm) · 10 replies

I have built most of my models, portaled em off, placed some, but they are missing something in those big gaping holes in the front. DOORS.

I have searched the archives here and almost all data on doors is dated. Right now we are just looking to use to .dts entity with animation but quark has the option. I looked for the fix and well, all I can say is that after reading all that I had to go run and hide in a corner. I am not a programmer and going into map2dif and doing whatever isnt most likely in the cards (based on a 2002 resource posted).

So the question is. Is anyone using quark to make functional doors for their games? Will I have to use the .dts animation instead? Scaling is always an issue. To be able to put them in using quark would be the best solution.


**Side note** When is constructer for torque comming out? ME NEEDS IT. Will it support things like doors?

Again I would like to thank all members of the community for their insight and graciousness in helping me find solutions to my problems.


John

#1
03/01/2006 (4:18 pm)
Anytime the subject of doors comes up its always about the script-based .dts models variety. I know there are at least three script resources for .dts doors but I don't think I've ever heard anyone using Quark.
#2
03/01/2006 (4:36 pm)
Hey John, I had the Pathed Interiors Patch for HEAD resource working in 1.3. I even had it working in TLK 1.3. It's a little intimidating at first but it's not that bad. As a matter of fact I was getting ready to update it to 1.4 and post it as a resource. Each time I implemented it before it took an entire weekend to manually put it in, so it may be a little while before I have any thing to post. If you follow everything in the resource it will even work in multi-player. I remember I had one problem when I created a large door in 3 sections that caused a crash but I never got a chance to debug it. But anyway the resource works, you can try it your self or wait for me to update it to 1.4. If you have any questions about implementing it let me know.
#3
03/01/2006 (4:50 pm)
Whew, i got the stuff but its writen in LATIN or something becuase I am not a coder and I have no idea what to do. Since I am not the coder type Win CVS is a pain in my rear. I barely DL'ed TSE and even when I got it I still had to get someone else to compile it..... I really think I am out of my element on this one. I will show it to my programmer and see what he thinks. I do apreciate the information though.
#4
03/01/2006 (5:08 pm)
You could just use a dts object with the centerpoint aligned along the hinge, then you could rotate it horizontally through script rather than having to animate it. if you do it that way, you could use dts collision or use an invisible dts for collision. ive never tried it, but it seems like it could work to me.
#5
03/01/2006 (6:05 pm)
Quark has bezier based curves as well as a number of entities specific to a number of games. I've actually had a much better time creating a number of different door types (sliding, double, trap, spikes, etc) using the DTS methods. I find the pathed interior doors to be extremely limiting.

Now moving platforms...
#6
03/08/2006 (11:29 am)
David:
I dont see why the Pathed Interior would not be able to perform all those tasks and more (moving platforms)

Edit:
didnt realize someone had finished the doors.
are they done?
#7
03/15/2006 (5:08 am)
Can anyone tell me if Pathed Interiors are working with tge1.4/tlk1.4.
Or has anyone made an update to this.
Im still looking for a solid working solution.
#8
03/15/2006 (7:01 am)
I'm still working on updating the resource to 1.4. I hope to have it completed soon.
#9
03/15/2006 (7:21 am)
Pathed interiors are not bad at all. I just found that I could do more when playing with DTS's and triggers. Especially since I have to use multiple tools to do 3D work in Torque.
#10
03/28/2006 (2:58 pm)
The good news is that I have added the pathed interiors resource to 1.4 and everything is working. I just finished updating map2dif and will try to update map2difplus. The only problem I am having is with 3d world builder. the map format seems to be a little different and it is giving map2dif fits. I'm going to try and get it to accept the format before I post a resource. Unlike the previous resources I'm not going to include a patch file but the actual file that have been changed.