Quark 6.5 default map questions
by Sean Richards · in Artist Corner · 05/30/2006 (3:44 pm) · 27 replies
Ok, maybe I've been jumping the gun here. Maybe making a simple building with lights is a leap for a noob. So lets start with a more simple approach. Like getting Quark to work. :-)
1. After configuring quark. it complies and stuff. no errors but 2. Concrete & Null textures not found. Where are they? Why can't I find them???
2. Does anyone know how to load my own textures? I've been searching for hours.
- File type, I know about sizes (power of 2's) ect.
**Note: no money can't purchase other apps.
After studing many many, many, many tuts. I think i got what not to do. However, I can't find out about custom textures. Everything seems to point generally back to here. So here I am.
1. After configuring quark. it complies and stuff. no errors but 2. Concrete & Null textures not found. Where are they? Why can't I find them???
2. Does anyone know how to load my own textures? I've been searching for hours.
- File type, I know about sizes (power of 2's) ect.
**Note: no money can't purchase other apps.
After studing many many, many, many tuts. I think i got what not to do. However, I can't find out about custom textures. Everything seems to point generally back to here. So here I am.
About the author
#2
05/31/2006 (10:10 am)
Awesome.
#3
05/31/2006 (10:14 am)
I believe there's a browse directory you can drop them in. You don't need to create any special wad files or anything like that. I remember scouring the internet for a few hours one night finding and dropping images I found in the directory and they all show up fine in the texture editor. you just need to figure out where it is.
#4
1. Intro to Quark and Textures
2. Setting up Quark folders
3. Where are those files?
4. Export DIF and textures
5. Copy files to Torque
6. Set up DIF in Torque
7. Add you own textures
Video 6 is WMV because it's quite long, the rest are SWF's - Shockwave Flash.
Good luck and let me know if you need more help.
05/31/2006 (11:18 am)
Took a while ... I had some codec issues... anyway here 'tis1. Intro to Quark and Textures
2. Setting up Quark folders
3. Where are those files?
4. Export DIF and textures
5. Copy files to Torque
6. Set up DIF in Torque
7. Add you own textures
Video 6 is WMV because it's quite long, the rest are SWF's - Shockwave Flash.
Good luck and let me know if you need more help.
#5
1. I don't have all those images you alrdy have. It comes with zero textures alrdy installed.
2. I posted as well on dark as well and I was given a file with textures (I don't like them that much.).
3. Your video's are awesome. It cuts back on some confusion. You covered about 90% of my questions I wasn't rdy to ask yet in those vids.
4. You've opened a few doors with these vids. I strongly suggest you get these up on the tutorials. They worth a ton in gold if GG had gold enabled. LoL.
Now I know why everyone is using quark 6.3 or 6.4. The newer version of quark is still messed up.
05/31/2006 (12:35 pm)
I'm a little confused but I think I know what's going on. I'm using Quark 6.5. It seems that some things have changed.1. I don't have all those images you alrdy have. It comes with zero textures alrdy installed.
2. I posted as well on dark as well and I was given a file with textures (I don't like them that much.).
3. Your video's are awesome. It cuts back on some confusion. You covered about 90% of my questions I wasn't rdy to ask yet in those vids.
4. You've opened a few doors with these vids. I strongly suggest you get these up on the tutorials. They worth a ton in gold if GG had gold enabled. LoL.
Now I know why everyone is using quark 6.3 or 6.4. The newer version of quark is still messed up.
#6


05/31/2006 (12:41 pm)
Here is what I did right before I recieve an email stating you had finished your vids.

#7
LoL, you've alrdy answered my question about the textures. ha ha.
05/31/2006 (12:43 pm)
Why are the buildings taking odd shapes when you move the camera?LoL, you've alrdy answered my question about the textures. ha ha.
#8
05/31/2006 (4:33 pm)
Do you mean the bending of the objects? Where the lines seem to converge like in the last pic? It's the way the image is drawn in 3d. Nothing to worry about - that's normal... I guess thats what you mean. Would it help if I redo the vids to suit Quark 6.5? I'll download it now.
#9
05/31/2006 (4:47 pm)
I downloaded 6.5 and I see what you mean. I guess the trick is to download 6.3 and then copy the textures to your 6.5 install. I believe you can just set up the textures however you like. I've setup a new install of Quark and I'm testing it to suit my needs. If you want, I can add this to the video - to get Quark 6.5 up and running from the default install.
#10
05/31/2006 (4:53 pm)
Actually I just went through the same exercise as before and it seems what I have in the vid still suits 6.5 without modification - just the other buttons look different. It's a beast of a program and well done for getting so far on your own :)
#11
Yea but this is still some good stuff. I really like it. It helped me get moving. Your gonna need a resource for adding the textures and stuff. I will look into getting the 6.3 and getting those textures.
I'm so happy to actually create a building...Even though it was just the demo building. It also helps me under how to texture the walls differntly. I was wondering how to make the textures inside different. boy I was relieved to see your vids.
05/31/2006 (8:44 pm)
Quote:Actually I just went through the same exercise as before and it seems what I have in the vid still suits 6.5 without modification - just the other buttons look different. It's a beast of a program and well done for getting so far on your own :)
Yea but this is still some good stuff. I really like it. It helped me get moving. Your gonna need a resource for adding the textures and stuff. I will look into getting the 6.3 and getting those textures.
I'm so happy to actually create a building...Even though it was just the demo building. It also helps me under how to texture the walls differntly. I was wondering how to make the textures inside different. boy I was relieved to see your vids.
#12
06/01/2006 (4:28 am)
I think the best way forward is for you to post what you want to do, and I can provide the vid tuts on how to do it - I'm sure alot of people want the answers as well.
#13
Project warehouse....
Project function: create a building with multi-purpose w/ great detail and function.
Building scale: Think mircrosoft size.
rough design: Our building will be a in the middle of no where with 3 rather large water resevoir tanks. I till be surounded by a industrial link fence with security wire on top. Single access from a road with gaurd station. There will be a small traffic circle and in the center will be a fountain of an angel w/ a water pitcher pouring water into a bowl which will spill back into the fountain. The fountain will have water in it and 5 functional water sprayers. There will be a small pond on the grounds with ducks both in and off the water. A side parking lot and traffic circle will DTS files and a few cars with sub detail polies. The majority of the details will be in the buildings lighting and Ultimately getting the AI to seem Above average intelligence.
Details, I want to make 2 glass doors for which the player can't open but yet has to shoot through to enter the building. Pondering a secret enterance as well. I will begin advanced mapping via pen and paper for getter lvl details and AI placement.
06/01/2006 (9:22 am)
Um, ok. You want to know what I want to do. For now it's called warehouse which is quickly becoming the wrong label.Project warehouse....
Project function: create a building with multi-purpose w/ great detail and function.
Building scale: Think mircrosoft size.
rough design: Our building will be a in the middle of no where with 3 rather large water resevoir tanks. I till be surounded by a industrial link fence with security wire on top. Single access from a road with gaurd station. There will be a small traffic circle and in the center will be a fountain of an angel w/ a water pitcher pouring water into a bowl which will spill back into the fountain. The fountain will have water in it and 5 functional water sprayers. There will be a small pond on the grounds with ducks both in and off the water. A side parking lot and traffic circle will DTS files and a few cars with sub detail polies. The majority of the details will be in the buildings lighting and Ultimately getting the AI to seem Above average intelligence.
Details, I want to make 2 glass doors for which the player can't open but yet has to shoot through to enter the building. Pondering a secret enterance as well. I will begin advanced mapping via pen and paper for getter lvl details and AI placement.
#14
So you would start with the foyer where your glass doors are (made with either pathed interiors or door blocker objects) and then in the same project you would model the elevator shaft.
Next you would delete the foyer and save the foyer as Foyer.qkm....
Oh yeah NEVER save as .map while in development IMPORTANT TIP HERE!!! always save as qkm and when you are ready to convert to dif load a qkm and save an instance as map then export to dif - map's don't remember your tree structure it trashes that and you have a list of unmanageble polys.
... so you've saved the elevator part as a separate file, next you model the foyer on floor 1 around the elevator shaft, then delete the elevator and save the foyer level 1 separately always separating each room with a portal.
You work through the building room by room this way. At any time you can import lots of rooms into one large file and see how it all fits together - indeed you might want to load all the rooms which make ground level, save as .map then generate your dif file.
Otherwise it's way too hard to manage a building in Quark.
06/01/2006 (3:45 pm)
Okay well I been thinking about how to handle large buildings and by using portals such as in the Newmap example you can make a building out of many room as seperate projects in Quark. By building two rooms at a time and setting up a planned hierarchy in the tree on the left it makes it easier to manage.So you would start with the foyer where your glass doors are (made with either pathed interiors or door blocker objects) and then in the same project you would model the elevator shaft.
Next you would delete the foyer and save the foyer as Foyer.qkm....
Oh yeah NEVER save as .map while in development IMPORTANT TIP HERE!!! always save as qkm and when you are ready to convert to dif load a qkm and save an instance as map then export to dif - map's don't remember your tree structure it trashes that and you have a list of unmanageble polys.
... so you've saved the elevator part as a separate file, next you model the foyer on floor 1 around the elevator shaft, then delete the elevator and save the foyer level 1 separately always separating each room with a portal.
You work through the building room by room this way. At any time you can import lots of rooms into one large file and see how it all fits together - indeed you might want to load all the rooms which make ground level, save as .map then generate your dif file.
Otherwise it's way too hard to manage a building in Quark.
#15
06/01/2006 (7:34 pm)
I was thinking less complicated in design. Think hallowed Square. In the center would be a lunch area and maybe 3 stories high. In game terms 3 lvls high. Was also considering maybe trying to something nobody has done before and leaving a hint of an under ground work area accessed via security cards that players could access via some way I haven't created yet. I just need to work out basic lvl designs. but it's good to know about multi-layers.
#17
06/03/2006 (3:06 am)
A good start. Keep posting updates - or maybe you should start a blog with weekly updates referring back to this thread. I guess you are going okay with Quark so far? As I said, if you need help let me know.
#18
06/03/2006 (3:50 am)
Will do.
#19




07/10/2006 (4:51 pm)
Ok, I'm back Andy. I've revamped my building. I've got a fresh prototype rdy to go. I'd like to show it to you. Can you explain to me how to cut holes in prexisting walls? I tried and failed earlier.



#20
Pic1. Blue block is the cutting block and must intersect.

Pic2. The resulant mesh after the brush subtraction and cleanup
07/10/2006 (7:22 pm)
What you do is make another object the shape of the hole you want to make, ensure that the cutting object extends beyond the wall - think of it like a cookie cutter. See pic below - the blue cube is the cutting block. Left click on the wall you want to cut in then CTRL + Left click on the cutting block. Click on then menu Commands->Brush Subtraction or CTRL + B. It will cut the hole based on your cutting block. Clean up any block bits not wanted (remaining after the operation).Pic1. Blue block is the cutting block and must intersect.
Pic2. The resulant mesh after the brush subtraction and cleanup
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