Game Development Community

QuRak Resources

by Donny Wilbanks · in Torque Game Engine · 03/25/2004 (7:52 pm) · 9 replies

Alirght folks I am trying to puttegther a good number of resources for QuArk.

I need examples - tuts and links.

(mostly so I can use them)

besides what is

map2dif_DEBUG.exe

where can I find this program (Quark keeps asking for it)..

#1
03/25/2004 (10:38 pm)
Map2dif is the program that actually converts the files into the .dif format Torque uses. I got mine from here:

holodeck.st.usm.edu/vrcomputing/vrc_t/

Under Quark4Torque, and I'm sure they have it in the downloads area for people who own Torque (which I am not one). Anyway, that site also shows you how to do a basic setup for using QuArK with Torque. It is using an older version of QuArK so you can ignore the stuff it says about miniPython (that isn't necessary in the latest version of QuArK). The only thing is I think that might be an older version of the map2dif... in which case I'd like to know where a newer one is too.
#2
03/25/2004 (11:15 pm)
Well I had discovered recently that you oculd not reall use Milkshape to build structures - (newby flogging). So I was directed to QuRak and Hammer (though Hammer still has some licesning problems).

I started figuring out the interface. Now I want to export the new structure and place into a demo app. So I can see how it works.

Got stuck when it started asking for map2dif_debug.exe, so I will have to find that program as well.

Thanks.
#3
03/26/2004 (2:33 am)
You can get map2dif_DEBUG from here:

http://holodeck.st.usm.edu/vrcomputing/toolkit/map_editors/quark4torque/map2dif_DEBUG.zip

There are good tutorials on using QuArK here:

http://holodeck.st.usm.edu/vrcomputing/vrc_t/tools/quark/infobase/maped.tutorial.html
#4
03/26/2004 (12:51 pm)
I checked and it's also listed as a resource on the site...

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1873

It's just a link to the regular site though. But is this the newest version? I know it didn't support floating point values originally, but it was fixed. I don't know if this version has that fix though, since I've noticed little slips in alignment for oddly placed objects, and it's one possibility of a problem.
#5
03/26/2004 (12:59 pm)
You can also find map2dif on this site: Torque Game Engine -> Downloads.
#6
03/26/2004 (1:03 pm)
Yeah that's for SDK owners only though. Is that a different version from the one on Desmond Fletcher's site?
#7
03/26/2004 (1:25 pm)
Okay what is the differance between the two?

I have acces to both..
#8
03/26/2004 (9:19 pm)
Hum I totally forgot about TGERAD (adds radiosity lighting to your .dif files). I think this has been integrated with some more recent upgrades to the interior rendering like translucency and pathed objects (doors, elevators), but those still require modifying the engine as far as I know. But holy carp... I always thought TGERAD needed engine modifications too. Now I actually looked into it and it doesn't. I don't really need radiosity lighting for anything I'm doing right now, but I tried compiling a map using the TGERAD map2dif version with the radiosity turned off and it was a MASSIVE speed increase, I mean at least ten-fold faster. I dunno if there were any upgraded versions, but the original release of TGERAD with source and a compiled .exe is here:

www.actionrpg.com/twiki/bin/view.cgi/Main/TorqueRadiosity
#9
03/28/2004 (10:11 pm)
Intresting, still trying to get my first structure into the game.