Game Development Community

Quark question

by Rodney (OldRod) Burns · in Torque Game Engine · 06/19/2005 (6:33 am) · 3 replies

Anyone know how to make a halfway decent looking cave wall using Quark?

In other editors I've used, you could make a square brush, then split it vertically/horizontally and the center vertex where the 4 subdivided brushes met could be dragged in or out. Do this over a small area and it at least simulated a rough wall. I don't see how to do that in Quark though.

Or is there a better way? I'm trying to make a small cave-like area inside a dungeon and it's driving me mad! :)

#1
06/20/2005 (2:51 am)
Its hard work, but it can be done. Main problem is the way quark tries to prevent you from creating illegal brushes so moves verticies that don't really need moving, this leaves you with edges that catch the light differently when the lightmaps are generated. It can be a pain in the butt but it is doable.
#2
06/20/2005 (7:26 am)
After I posted this, I got to wondering... would it be easier to make a cave-wall mesh in Milkshape or something, export that to a DTS and use that? Can that be placed inside a .DIF interior?
#3
06/20/2005 (7:32 am)
Yes that would work, but there is a limit of 8 collision meshes on the dts. So you may need a lot of dts' to make the entire cave. Also, dts' don't have portals so your frame rate could drop if you're not careful.