Game Development Community

Quark or Hammer/Worldcraft?

by Aaron Sallade · in Artist Corner · 09/30/2002 (10:26 pm) · 8 replies

Hi everyone.

I come from 3dsMax and Autocad. I've never used Quark or Hammer, any advice on which to use for Torque?

Thanks,
Aaron

#1
09/30/2002 (11:31 pm)
Use Quark its a free-ware public application that comes with no strings attached. Its powerful and feature rich. It also fully supports the torque game engine and has plugins for TGE available. Its a no brainer. Quark
#3
10/01/2002 (3:10 am)
Quark:
-Open source
-plugings/addons can be made
-supports Torque
-supports a dozen other engines
-easy interface (once you get the hang of it ;) )

In many aspects it just overrules WorldCraft.... but WC is a good choice too. Choose what you think is easiest working with. However if you are new to both programs, I suggest you drop WC and learn Quark. Why? Well because if you ever work with another engine, you can just search for the right addon, write it yourself in the worst case, and your set.... no need to ever change editors again.
#4
10/01/2002 (8:26 am)
Well that settles it then, thanks :)
#5
10/01/2002 (8:48 am)
WC has the best arch maker and texturer, hands-down.

QuArK (the author asks us to capitalize correctly) has the best in everything else.

Eric
#6
10/01/2002 (1:24 pm)
Actually Quark has those features too.... perhaps they're a bit hidden.. but they a are there. It can project, wrap around and a lot of other things. Just have to know where the commands are. Theres and arch maker, stair maker(also those cylindrical stairs),.... And, something hammer doesn't have (at least so I've heard) is negative brushes. Just don't forget to save your maps as the WorldCraft 220 map version. Beucase map2dif was only designed to read that format... if you don't things will screw up.
#7
10/01/2002 (2:02 pm)
Oh, I'm definately a proponent of QuArK. "Once you go QuArK you'll never go 'Craft." ok... so it doesn't rhyme. :-P

But (isn't there always a 'but'?), QuArk's arch tool just can not stand up to Hammer's. I remember seeing something about it being in QuArK's future, but if you compare the two Hammer wins.

As far as texturing: It just doesn't get any simpler than to select what polys you want to texture and have WC lay the skin down. If you need to adjust it, it's simple. In QuArK, either of those can be quite arduous.

Now, if someone were to come up with a script that would auto-tag every polygon you select...well, things might be different (hinthint...winkwink).

Eric
#8
10/01/2002 (2:44 pm)
So are we actually able to use worldcraft on commercial projects? It seems that it may be good to have both, for different tasks...