Game Development Community

Quark

by arteria3d · in Torque Game Engine · 12/01/2004 (12:56 pm) · 12 replies

Hi all,

I am currenty making my first quark model fr use in my game - but no matter wherer i look in the docs or forumns, i cannot find how to U V scale my texture,so it is better tiled on the object i wish it to go on. For example when i place my wall texture, the image just apearas big on it - i need to rescale it via its U V to make the effect more as i need it.

Anyone help please?

About the author

Owner of uk based Ltd company ArteriaMediaLtd. with a trading name of Arteria3d Website;arteria3d.com


#1
12/02/2004 (12:02 pm)
Quark is the best map editor for adjusting textures. This is what you do: Select a brush (or face). Then, select the "face" pane on the bottom left. Then, there are several options for texture adjustment -> fit texture to face, fit texture to face but keep scaling to a minimum, reset 1-1 scale. If this automatic method doesn't do what you want, then select an individual face by clicking on the face handle (or by selecting the face in the tree view). Then, go back to the face pane, and you can adjust the texture by moving the hands of the big "L" on the face itself. (you can rotate and scale). Have fun.
#2
12/02/2004 (12:06 pm)
Thankyou for replying - i really apreciate it. GOnna try that now. Also another question if i could ask?

Are transarencies fullly covered in quark - as i have only previously ued cartogrpahers shop - i am very new to quark - but i found i could make a mode quite quickly, i just didnt know how to adjust texture scaling. If i wanted to texture a brush with a window pain texture - how would i set it up so it is transparent.

Also lighting (did i say just one more question!!!) is it like Cartogrpahers shop in that i press a key or something to get the lights to illuminate the scene and bake into the textures???

Thankyou,

Steve
#3
12/02/2004 (3:00 pm)
Jmac - sorry to seem a total novice with quark(hey i am!) - but u said there is a face pane on the bottom left. What is this - and on my display i do not see this??

Could u help a little further,


Thanks


Steve
#4
12/02/2004 (3:02 pm)
Hi again

This always happens.....

No sooner had i typed the above, i did a bit more looking and i found it! Thankyou again

Steve
#5
12/02/2004 (4:35 pm)
Okay I know how to alter the sizing of the texture now - how do i actually move the U V???? and scale it

Cheers

Steve
#6
12/02/2004 (5:08 pm)
Have you tried reading the Exporting Interiors using QuArK section of the Torque docs, the official QuArK docs, QuArK Information Base and/or the V R Computing Tutorials?
#7
12/02/2004 (5:35 pm)
Yeah i have read through those docs, but i couldnt find the part on scaling u V- thats why i posted here.

Cheers.

Steve
#8
12/02/2004 (7:01 pm)
To scale the texture, grab the ends of the L, and move them toward the center. Or, you can type the scaling factor directly into the text box above.
#9
12/03/2004 (2:02 am)
Hi JMac,

I suzzed th scaling - i need to know the U V offset - so when i scale, i can adjust accordingly..

Thanks
Steve
#10
12/03/2004 (7:15 am)
Sorry, I don't understand. To adjust the u/v scaling, grab the ends of the L. To adjust the U/V's them selves, grab the corner of the L, and just move the whole thing. Textures in map files don't allow you to specify the individual u/v's at each of the vertexes, that's not they way they are stored. You have to move and/or scale it.
#11
12/04/2004 (9:00 pm)
Quote:Also lighting (did i say just one more question!!!) is it like Cartogrpahers shop in that i press a key or something to get the lights to illuminate the scene and bake into the textures???

The lights are calculated and saved to a lightmap for the DIF when you export it via map2dif. As far as I know, there is no way to view the light sources in Quark. You will have to set your lighting values and then export via map2dif and test the interior in Torque to see how the lightmaps look.

Also, when you do load the interior into Torque it will appear black at first until you relight the scene via the World Editor. Press ALT+L to relight the scene in the world editor. The world editor will then calculate a lightmap for the whole scene, baking shadows into the terrain and onto other interiors.

Hope it helps.

-Jase
#12
12/04/2004 (10:13 pm)
It has helped mate - thanyou for taking the time to help me out

Cheers

Steve