Game Development Community

Quark + sphere + hollow maker

by Tom · in Artist Corner · 07/24/2006 (9:28 am) · 17 replies

Hi,

ok, heres what i want to make:

the atomium in bruessel, Belgium:
www-pnp.physics.ox.ac.uk/~coe/Photos/Brussels2/atomium.jpg
each sphere will contain a shop of sorts, and you can walk up to each through the pipes.

www.fsa.ucl.ac.be/AILV/Photos/2005/Atomium/Atomium18Aout%20036.jpg
i found out that quark has spheres, so thats good. it also has a hollow maker. however, i can only get a box to work out.

how can i make a sphere hollow? (maybe define thickness?

->also, how can i putncture holes into the sphere, would i have to use negative brushes? in cartography shop it was the carve command, whats the command called in quark?

#1
07/24/2006 (11:40 am)
I wish I could help, but please keep me informed, my artists have been handing me ALOT of round structures and me and Quark do not seem to get along.

The Trusted One
#2
07/24/2006 (6:27 pm)
Don't use the shape thingies for starters, just make rectangles and edit the verticies yourself. Make sure that you plan your brushes in advance, or try to make it in sections. But please do not use the resize tools or the shape tools because they are junk.
#3
07/24/2006 (6:52 pm)
Curtis is right. Anything but basic block building will gain you headaches using Quark. Its a good program if you know how to use it properly but anything fansy usually ends up as a rant on these forums. You probably won't have much luck with hollow cylinders either. If lighting isn't an issue for your game you might use DTS shapes for those.
#4
07/24/2006 (8:22 pm)
Man is QuArK actually good for anything???

The Trusted One
#5
07/24/2006 (9:33 pm)
It's great if you want to get a group of BSP modellers bitching loudly and need to do it quickly. Just say "QuArK" and run.
#6
07/25/2006 (12:21 am)
LOL ... sounds that way ... I cant stand it ... litterally makes me want to hurt people, and I am Canadian takes alot to make me want to get up for anything ... except another beer :) cheers

The Trusted One
#7
07/25/2006 (1:03 am)
I haven't tried it with a sphere, but the "Command" menu should have both items that you need.

First, you need to hit the little config icon (looks like a tiny piece of paper) and put in the width of your walls. Something like "-8" (negative to have the walls go in from your original, positive to have them go out).

Next, click on your sphere and go to the Command menu and "Make Hollow".

For creating holes, you can make a negative brush and let map2dif sort it out, or click on your brush, go to "Command" and hit "Subtract Brush" (doing this from memory, but it should be close) and it will do it right away.

Negative brushes are nice in that if you don't like the result, you've not made permanent changes.

QuArK is complicated because it's quite complex (redundant, I know). It's a very versatile tool with some really nice additions (Duplicators are great once you get to know them).

Good luck!
#8
07/25/2006 (8:03 am)
Ok, il try it eric
#9
07/25/2006 (8:34 am)
Ok, i got teh brush substraction to work:)

however, when i tried it with a sphere, quark froze:S any ideas why? all other shapes worked fine, lol
#10
07/25/2006 (8:57 am)
Try clicking on ~only~ the polygon you want to cut into, hold CTRL, then click on your brush to subtract--and then subtract (I'm doing this from memory, so it's possible you have to do it in the opposite order).

If you have multiple brushes to subtract or subtract from, you'll have to put them in their own folders and follow the above advice.
#11
07/25/2006 (9:03 am)
Oh, sry, i fergot to say, everything worked, but when i tried to make a sphere hollow it forze, the substraction worked fine with all. sry for the confusion
#12
07/25/2006 (9:11 am)
How many sides on the sphere? You might have to reduce the numbers.
#13
07/25/2006 (10:33 am)
Ok, i reduced the number to 8 sides. the sphere looks good enough, and now it doesnt freeze and it works. thank you very much for you help erik, quark seems to be powerful when you know what u are doing.

(spheres, and arches arent in cartography shop or 3d world studio, im very impressed..given those two are easier to learn, but quark seems to have more tools)

so thank you again for all ur help and showing me the light of quark.
#14
07/25/2006 (10:50 am)
Quote:the atomium in bruessel, germany:

What?? The atomium is located in Brussels, BELGIUM
blasphemy!!! :)
#15
07/25/2006 (11:15 am)
Lol, woops, but thanks for noticing! lol,latly my mind is so lsot with everything, and i read about it in a german magazine....should have looked at where bruessel is lol, but yeah, nicely noticed
#16
07/27/2006 (9:15 pm)
Can Quark make shiny stuff? You could dress it up using DTS shapes with emaps on them.
#17
07/28/2006 (3:13 am)
Quote:Can Quark make shiny stuff? You could dress it up using DTS shapes with emaps on them.

There's two ways to make shiny stuff. The first and least expensive (on engine resources) is an emap. You actually define this in script code (usually in PropertyMap.cs or as the very last thing in your mission file):

addMaterialMapping( "myDIFtexture", "environment: sim/data/interiors/myEnvMap.jpg 0.15");

The 0.15 is the number related to how strong you want the envmap to show up on that texture.

The second way is to use the Mirror entity in your favorite CSG editor--it reflects, but can be expensive on engine resources. For more details, try searching GG or just testing it outright.

-Eric