Alternative to QuArk
by Will Harrison · in Artist Corner · 01/25/2005 (10:23 pm) · 62 replies

Try the demo: Cartography Shop
Get the exporter: DIF exporter
I just started using them both and they work great so if you have any questions please go ahead and ask here.
#42
I consider to buy CS, but I don't have TSE yet. So I want to know all informations possible bofore decide, 'cause is too dificult to test CS without Export option.
Thanks again.
02/03/2005 (2:26 pm)
Thanks a lot Tom, I understood all now.I consider to buy CS, but I don't have TSE yet. So I want to know all informations possible bofore decide, 'cause is too dificult to test CS without Export option.
Thanks again.
#43
1 - Can CS import my already made .map files ?
2 - Does it export directly to .dif ?
3 - If I buy CS 4 right now, is there any update price for CS 5 ?
Thanks ! Just tryed the demo and I like what I've seen.
02/03/2005 (7:56 pm)
Tom, 1 - Can CS import my already made .map files ?
2 - Does it export directly to .dif ?
3 - If I buy CS 4 right now, is there any update price for CS 5 ?
Thanks ! Just tryed the demo and I like what I've seen.
#44
1 - Can CS import my already made .map files ?
2 - Does it export directly to .dif ?
3 - If I buy CS 4 right now, is there any update price for CS 5 ?
Thanks ! Just tryed the demo and I like what I've seen.
02/03/2005 (8:04 pm)
Tom, 1 - Can CS import my already made .map files ?
2 - Does it export directly to .dif ?
3 - If I buy CS 4 right now, is there any update price for CS 5 ?
Thanks ! Just tryed the demo and I like what I've seen.
#45
@Dreamstorm, "is too dificult to test CS without Export option." ...I know exactly what you mean. That's why, after I got CS and the exporter, I posted these screenshots in here, so everyone can feel confident about getting it. :)
@ Gilles, Re Question 2. ...Once you get the exporter installed, you can export directly to .dif from CS! That's what I really like about it.
02/03/2005 (8:43 pm)
@Tom, nice shot there with the bloom effect :D@Dreamstorm, "is too dificult to test CS without Export option." ...I know exactly what you mean. That's why, after I got CS and the exporter, I posted these screenshots in here, so everyone can feel confident about getting it. :)
@ Gilles, Re Question 2. ...Once you get the exporter installed, you can export directly to .dif from CS! That's what I really like about it.
#46
@Giles - There is a .MAP to CartShop converter listed on the leadwerks site. Never tested it, so please report back if it works well for you. If it doesn't i'll consider writing one myself to package with Pipeline.
As far as the upgrade to CS5 i would expect the worst... another $60 to $100. I don't know what Josh will do, but with what he has planned for CS5 it would be well worth it.
02/03/2005 (8:49 pm)
@Will - Thanks... with an artist doing the work insted of my programmer art i think this technique has alot of potential for creating some really awesome looking scenes.@Giles - There is a .MAP to CartShop converter listed on the leadwerks site. Never tested it, so please report back if it works well for you. If it doesn't i'll consider writing one myself to package with Pipeline.
As far as the upgrade to CS5 i would expect the worst... another $60 to $100. I don't know what Josh will do, but with what he has planned for CS5 it would be well worth it.
#47
I tryed the converter and it is converting my .map (and I tryed some heavy ones, hehe). But when I try to load it in CS, it tell that this is a wrong version. The Demo is 4.0 and the converter make 4.1 version (or 3.0). My guess is that it will work with the full 4.1 version as it doesn't seems to have any problems with my .map (s). The converter look in the .wad for the textures used in the .map file and make a folder with the textures that you just have to drop on the \textures\ folder of CS.
02/03/2005 (9:46 pm)
Thanks much for the info guys.I tryed the converter and it is converting my .map (and I tryed some heavy ones, hehe). But when I try to load it in CS, it tell that this is a wrong version. The Demo is 4.0 and the converter make 4.1 version (or 3.0). My guess is that it will work with the full 4.1 version as it doesn't seems to have any problems with my .map (s). The converter look in the .wad for the textures used in the .map file and make a folder with the textures that you just have to drop on the \textures\ folder of CS.
#48
02/03/2005 (9:57 pm)
@Gilles - Bad news. For kicks i just tried the converter myself on cottage_0.map that comes with StarterFPS and it does not work. Once opened with CartShop 4.1 it only has the lights and worldspawn and no brushes. I emailed the example to the author and i'll report back once he responds. It should be a simple bug for him to fix.
#49
02/04/2005 (6:05 am)
@Tom - Thanks for your time trying this. I just realised that the exporter is for "Hammer to CS". I think that cottage_0.map is probably made with Quark, maybe that's why it doesn't work even with 4.1 (?).
#50
02/04/2005 (6:11 am)
@Giles - I actually got about the same response from the author of the converter. Still doesn't QuArK export a Valve 220 compatible map file? So technically that should work i would think. Well he said he would look into it, but it will be a little bit till he can get to it.
#51
02/04/2005 (12:50 pm)
@Tom - That's good news. Would be nice to not have to redo all the work already made when you want to modify it. Thanks !
#52
Tom, I bought CShop and I want to test tranparency surfaces, but I don't know how to change material definition in DIF files for TGE, 'cause I don't have TSE yet. Can you help me?
Thanks in advance.
02/15/2005 (7:34 am)
Quote: The only reason it works better in TSE is that in TSE you don't have to change map2dif to get transparent surfaces. This is because the transparency state is stored in the material definition and not in the DIF like the TGE resource does.
Tom, I bought CShop and I want to test tranparency surfaces, but I don't know how to change material definition in DIF files for TGE, 'cause I don't have TSE yet. Can you help me?
Thanks in advance.
#53
Tom, I bought CShop and I want to test tranparency surfaces, but I don't know how to change material definition in DIF files for TGE, 'cause I don't have TSE yet. Can you help me?
Thanks in advance.
02/15/2005 (9:38 am)
Quote: The only reason it works better in TSE is that in TSE you don't have to change map2dif to get transparent surfaces. This is because the transparency state is stored in the material definition and not in the DIF like the TGE resource does.
Tom, I bought CShop and I want to test tranparency surfaces, but I don't know how to change material definition in DIF files for TGE, 'cause I don't have TSE yet. Can you help me?
Thanks in advance.
#54
02/15/2005 (12:11 pm)
@Dreamstorm There is no easy way to do what you wish. Without rethinking a lot of other code, TGE _requires_ the transparency details to be in the .dif The only 'simple' solution I can think of, is to do your solid geometry in CS, and add windows/rails/etc in as models (dts).
#55
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4648
I haven't tried this myself so I dont know how well it works.
I have suggested the same thing about using DTSes for transparencies... but it seems everyone wants an "in-editor" solution... which, of course, would be better.
:)
02/15/2005 (3:18 pm)
If you cant use TSE then you have to add this resource to TGE:www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4648
I haven't tried this myself so I dont know how well it works.
I have suggested the same thing about using DTSes for transparencies... but it seems everyone wants an "in-editor" solution... which, of course, would be better.
:)
#56
02/15/2005 (3:24 pm)
@Dreamstorm - Yea with TGE it's more difficult. If you use the resource Will mentions above you'll have to use the Torque .MAP export then run it thru the modified map2dif. Another option if your up to doing some programming is implementing a simple material system into TGE which is only used to define GL blend settings for transparency.
#57
I'll try the resource mentioned by Will because I'm not a programmer, I'm a designer, so... I think, after all, that DTS is the better solution.
Thanks again.
02/15/2005 (4:36 pm)
Thanks a lot Erik, Will and Tom.I'll try the resource mentioned by Will because I'm not a programmer, I'm a designer, so... I think, after all, that DTS is the better solution.
Thanks again.
#58
EDIT --
There is also a side benefit to using DTSes in that, for example if you have a transparent sheet of glass, you can shatter the glass and remove the DTS from the scene. If it were a built-in (i.e. DIF) sheet of glass, then you would have no practical way to remove it from the scene. Same goes for a wire-mesh grate to a duct (i.e. it could be removeable).
02/15/2005 (7:02 pm)
Yeah, I think, for now, if you're using TGE, the DTS route is the better way to go.EDIT --
There is also a side benefit to using DTSes in that, for example if you have a transparent sheet of glass, you can shatter the glass and remove the DTS from the scene. If it were a built-in (i.e. DIF) sheet of glass, then you would have no practical way to remove it from the scene. Same goes for a wire-mesh grate to a duct (i.e. it could be removeable).
#59
But I was trying to make a large background forest , and in DTS I had some problems 'cause SORT is for small objects and not for large backgrounds.
02/16/2005 (4:52 am)
You're right. But I was trying to make a large background forest , and in DTS I had some problems 'cause SORT is for small objects and not for large backgrounds.
#60
03/28/2005 (12:38 pm)
FYI. I fixed the "automap off" bugs and it will work in beta3 which will be released shortly.
Associate Tom Spilman
Sickhead Games
The only reason it works better in TSE is that in TSE you don't have to change map2dif to get transparent surfaces. This is because the transparency state is stored in the material definition and not in the DIF like the TGE resource does.