QuArK63c for Torque

  1. DOWNLOAD: minipy15b.exe (238 kb)
  2. Run this first after extracting these files; this program is currently necessary for QuArK; the next major release of QuArK (6.4) should have this built in.
  3. DOWNLOAD: map2dif_DEBUG.zip (879 kb)
  4. Map2dif_DEBUG.exe to compile your QuArK maps.
  5. DOWNLOAD: quark63c.zip (4,512 kb)
  6. The latest version of Quark.exe (6.3c) that recognizes Torque as a game. Modified versions of Setup.qrk, Defaults.qrk to recognize/implement Torque. New Torque game data add-ons DataTorque.qrk, and UserData Torque.qrk.
  7. DOWNLOAD: sample.zip (230 kb)
  8. Sample.qrk which contains textures for the sample map.

These files can be located ANYWHERE on your harddrive. If you change the default locations shown below, be sure to update the configuration in QuArK.

This is a link to additional installation/introduction information at GarageGames: http://www.garagegames.com/docs/torque.sdk/tools/quark/index.html

QuArK working directory structure


Simply extract the quark63.zip (anywhere) after first running minipy15b.exe. Locate the QuArK.exe, right click and send a shortcut to the desktop.

/quark--|
        |--QuArK.exe (modified version that recognizes Torque game)
        |
        |--Setup.qrk
        |
        |--/addons--|
                    |--Defaults.qrk
                    |
                    |--/Torque--|
                                |--DataTorque.qrk
                                |--UserData Torque.qrk

This version of QuArK executable has been modified to recognize the Torque game mode. You can get the original snapshot from http://www.planetquake.com/quark. Really great help files for operating QuArK are also available at that URL.

Torque working directory


Create the directory structure as shown below; unzip the map2dif_DEBUG.exe to the location shown. If you change the location of the /Torque directories, you will need to modify the configuration in QuArK. However, note that the structure of the subdirectories is not optional at this time.
/Torque --|
          |---/base--|
          |          |--/textures--|
          |                        |--/common
          |                        |--/(other texture subfolders)
          |---/tmpQuArK--|
                         |--map2dif_DEBUG.exe
                         |--/maps (location of .map, .qkm, and .dif files)
                         |--/textures (empty except after "Prepare Used Textures")

TEXTURES


In this organization, /base/textures is where the texture folders are located containing only jpgs at this time. After "Preparing Used Textures" or doing a complete build in QuArk, the used textures are stored in /tmpQuArK/textures. Copy these to the /example/fps/data/interiors/mapname folder in the Torque game. If you are using transparent textures (in PNG format), convert them first to png format for transparency before copying to the game directory (/fps/data/interiors/your_folder. (Don't copy the original jpg).

MAPS


I keep the original maps (.map, .qkm, or .qrk formats) in /tmpQuArK/maps along with the output difs. Copy the .dif file to /fps/data/interiors/your_folder/maps

CONFIGURATION


Currently there are four primary menu options in the QuArK|Torque pull-down menu:

This is the default (set in worldspawn entity specifics) is the WorldCraft 220 format)--this currently works the best. This option extracts only the textures used in the current map and puts them in /tmpQuArK/textures. Assumes you already have a valid map; this uses the -q 2 option for compiling. Does all the above; this uses the -q 2 option for compiling.

Also included are five other compile options using the -q 2 switch; these have not been tested yet:

The final option is not yet working properly; this is the compile option using the -q 3 switch to compile difs from Q3 style map formats:

FINAL NOTES


If you have problems compiling your maps, you might want to look in QuArK's Configuration|Map|Options menus and check the following: Also, I have put in a sample map (four walls, floor, ceiling) that also includes a sample portal, detail polys, and lights.

Let me know if there are bugs, problems, or suggestions. Some of the entities are not fully working yet (mirrors and doors in particular). But they have been included for future expections. Enjoy :)

Desmond.Fletcher@usm.edu


Last Modified: September 22 2002 | Copyright 1997-2007 Desmond.Fletcher@usm.edu
School of Construction | URL: http://holodeck.st.usm.edu/vrcomputing/toolkit/map_editors/quark4torque/index.shtml