Torque Game Engine DocumentationVersion 1.3.x |
This section covers common QuArK problems and their solutions.
Getting inexplicable errors when exporting? Here is a checklist of settings to fix common configuration errors.
In the main Quark window, make sure that you have Torque selected in the Games pull-down menu as shown below.

Select Torque Game Type
In the Configuration... panel, ensure the following setting are correct:
"Output Map format" is set to Valve 220
Make sure the path listed "Directory of Torque files" matches the location that is your working directory.
Make sure the path listed "Default directory of build programs" is actually the directory containing map2dif. This should be /tmpQuark
Check that the version of map2dif is correctly named.

Choose the Valve 220 Output Format
| 1. | Some (or all) of my rooms seem to be almost totally dark! |
Your rooms are sealed in by portals. The sunlights is not illuminating them. This can be to your advantage if you want to have total control over the lighting in the room, but if you have not created any lights in QuArK, the room will completely dark. If you want to custom light the room, just make sure you create light entities (with falloff and intensity values high enough to illuminate the room) in QuArK. Alternately, if you want sunlight to enter the room, find the "don't let ambient light pass" option in the portal options, and uncheck it. This should allow external lighting to effect the interior of the room. The engine will blend the sunlight with the lights defined in QuArK. | |
| 2. | I have lighting set up in my building, but the sunlight is overriding it! |
In order to create a room with its own lighting that is linked to the outside, all openings must be portalized. You must create portal brushes that fill all of the openings from the interior. It is likely that you have either forgotten to create portals, or there is a hole in your map that you are unaware of. QuArKprovides a tool to address this issue. The "find holes in map" command will search for leaks in your geometry. Alternately, you may have unchecked the "don't let ambient light pass" option in the portal options. It is selected by default. Some of your lighting will show up in this case, but it will be blended with the sunlight. | |
| 3. | I am getting weird lighting artifacts showing through at the edges of my walls or on brush seams. |
There are some strange lightmap scaling issues that can crop up under certain circumstances. Two possible solutions are reducing your lighting scale (in the world spawn entity) and trying to align your brush edges at a distance of a multiple of the lighting scale (for default lighting scale of 32, valid coords are (-64, -32, 0, 32, 64, etc.) For more detailed information on how lighting works, see the lighting section of Desmond Fletcher's quark editing site. | |
| 4. | Where my portals should be, I see what appears to be some sort of graphical glitch. It looks sort of like my level is reflected infinitely in a "Hall of Mirrors" effect. Also, I cannot pass through the portal. |
This is what happens when a visible brush is textured with the NULL texture. You probably forgot to put your portal brush inside a portal group entity. |