Game Development Community

Problems with quark

by Liran ohana · in Hardware Issues · 04/15/2009 (5:09 pm) · 7 replies

Hello, I'm not sure if this is the right forum but Ive recently downloaded the new version of quark with the Map2Dif Debug converter, Any time I try to export complicated models (30 faces cylinder,ANY sphere) it gives me errors on exporting such as "Talk to Dave Moore- Must increase planepoint buffer size" or "can't divide by zero" or "Error! should have found that poly!" And such, I wondered if anyone knows about this and perhaps could help me.


Thanks in an advance.

#1
04/15/2009 (8:28 pm)
Simple. Don't use QuArK. Download Constructor: far fewer bugs, easier to work with, models usually export without problems. Trust me.
#2
04/15/2009 (10:06 pm)
I use QUARK all the time, works great. I also use Constructor. Both are good BSP editor tools. The problem you are having is the Map2Dif, search around as there are 4 that i know of, non of them 100% perfect.

What i do is build my geometry in QUARK, export as .map, then load that file into Constructor for light placement and texture alignment. Constructor have a great 'export as Dif', as long as your useing TGE1.5( or better) engine.
#3
04/16/2009 (1:19 am)
But, I'm using a lower version than the 1.5 engine.
#4
04/16/2009 (11:46 am)
Then use Constructor "Export to Legacy..." option.
If you have no preference for QUARK, i would say 'use Constructor'.

If you can not find a better map2dif for QUARK, email me and ill send the ones i use. I think if you dig up my old posts you should find a thread where i talk about the many versions of map2dif and even give download links, was about two years ago.
#5
04/30/2009 (7:14 am)
@Carylo

Quote:What i do is build my geometry in QUARK, export as .map, then load that file into Constructor for light placement and texture alignment.

I do something similar to you. I use Radiant for qeometry and texture placement, export as .map, then load that into Constructor for lighting and/or dif creation. As long as your file structure is similar in both places, texturing can be done outside of Constructor.
#6
04/30/2009 (10:08 am)
Andew; I have always believe it wise to use the best tools for the job, And of course what is best for one is not best for everyone. I started BSP design with QUARK back in 97, so it is much like an extension of my self now. Oddly made my money with UED, and watched it grow up also.

To bad Constructor will never get to grow up. Being BSP is much outdated...
#7
04/30/2009 (12:35 pm)
yea.. a little sad really. Using quark then the many renditions of Radiant.. fun times. But, bsp is most likely gone for good within the next couple years. Such is life I suppose.