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?
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
#2
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
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
Could u help a little further,
Thanks
Steve
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
This always happens.....
No sooner had i typed the above, i did a bit more looking and i found it! Thankyou again
Steve
12/02/2004 (3:02 pm)
Hi againThis always happens.....
No sooner had i typed the above, i did a bit more looking and i found it! Thankyou again
Steve
#5
Cheers
Steve
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 itCheers
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
Cheers.
Steve
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
I suzzed th scaling - i need to know the U V offset - so when i scale, i can adjust accordingly..
Thanks
Steve
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
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
12/04/2004 (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
Cheers
Steve
12/04/2004 (10:13 pm)
It has helped mate - thanyou for taking the time to help me outCheers
Steve
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