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! :)
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! :)
#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.
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