Torque Game EngineTorque Game Engine Documentation
Version 1.3.x

Chapter 9. Exporting Interiors using QuArK

Table of Contents

Why do we use .DIF?
Setting up Quark
Texture Add-ons
Starting a new map
Exporting a DIF file from QuArK
QuArK FAQ and Troubleshooting
Additional Quark Reference

QuArK (Quake Army Knife) is an open-source map editing tool released for free. QuArK now supports a large number of Quake-style map formats/mods and has also been enhanced to support Torque map/dif development.

The main link to QuArK information is:

http://dynamic.gamespy.com/~quark/

Why do we use .DIF?

"Why use DIF?" is a common question among beginning developers. It seem like it would be much more convenient to create buildings in a polygon editor like 3D Studio Max or Maya, and indeed it would be. There are some very real technical reasons that we use a BSP Brush editor like QuArK.

The BSP Brush style of object creation, while somewhat limiting in the creation phase, allows for an incredible number of optimizations on the code side of the engine. BSP Brushes are a very efficient way of determining object collision - one of the most CPU-intensive processes a real-time application performs. It also provides numerous shortcuts for culling of visibility through the use of "portals" so that rooms and terrain that the player can't see don't get sent to the graphics card for rendering. This is a lot harder to do, from a mathematical standpoint, than a non-programmer might imagine.

For a helpful simplified overview of BSP Brushes and how they work, check out this document:

BSP Technical Details For Dummies