Game Development Community

A Torque window for QuArK

by Eric Forhan · in Torque Game Engine · 06/03/2002 (9:33 pm) · 0 replies

As you may know, the Torque engine is capable of doing quite a few (17, I think) different rendering modes for interiors. This would be EXTREMELY helpful in modelling interiors. A tutorial/description can be found here:
holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/editing/

QuArK and Worldcraft are great tools, but there is nothing that can even mimic the map2dif compiler's way of breaking down polygons. Something like this can help on problems, lowering high polygon counts, leaks/holes, and so forth.
So, I'd like to be able to add this new file to my menu for compiling in QuArK where it would compile the interior, then open a small window showing the interior and any lights. A camera would be used to be able to examine the interior.

Here's what I would *LIKE* to see. I hope it's reasonable and wouldn't be hard to implement, and someone would actually do it.:)

I would like...
*for it to be the smallest file(s) possible, and quickest loading possible (at high resolution).
*to be able to run a .dif model from the command line (I'll use runmodel.exe as an example). Like: c:>runmodel myinterior.dif . So, it would open "myinterior" in a small window outside of quark. The window can be either set at 640x480 or if easy enough, allowed to be changed via settings.
*To have Desmond Fletcher and Richard O'Brien's "utilities for mappers" included in the compile as well as the scripts.
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2565 Though it has some other uses, my main use would be the interiormode menus.
*to be able to walk-thru/fly-thru

Is this reasonable to ask? :) Would someone mind? It would certainly help the community.:)