Updated Quark Ns Support
Wolv
Join Date: 2002-01-25 Member: 56Members
<div class="IPBDescription">finding some usefull stuff for devs too</div> I have updated the ns.qrk and ns_tex.qrk files that came with ns 1.0.
The texture links now include links for the new wads and no longer point to nstr.
The command console is now a point entity and an info_location and trigger_script have been added. What does the latter do btw? Probably used in the tutorial map that wasn't finished.
While creating the texture links I found some problems:<ul><li>Many textures are found in various .wad files. This shouldn't really give much trouble, other then slightly increasing download size. In some cases however I noticed that the various textures are different.
In the case of "hera_floor03" and "{wires_1-b" there are only some slight visual differences.
The texture "coretexture" (found in ns_hera.wad, ns_eclipse.wad and ns.wad) however has different dimensions in different .wad files. This seems pretty bad to me.
</li><li>Several textures are screwed up (I placed them in the "oops" folder):
From ns.wad (copies may exist in other wads too):
alien_alpha1 and alien_alpha2: no { prefix and blue leaking into texture
{alien_alpha2: black mask
as: no { prefix and bad mask. fixed version exists though
door_hera_t: no { prefix and mask palette color not in last entry
{door_hera: pink mask
WINDOW1: bad submip. fixed version exists
{FANBIG: perhaps meant to be like this, but I doubt it
From ns_eclipse.wad:
{catrailnew_ske: not remipped after color change</li></ul>The file ns_context.qrk can be registered as an add-on to set the temporary directory to ns instead of tmpquark. Remove from the add-on list if you want to edit for vanilla hl again.
And I wouldn't touch "empty now" in the temporary directory tab as long as this add-on is active <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
You can download the latest version <a href='http://www.student.citg.tudelft.nl/c9375215/QuArK_NS3_support.zip' target='_blank'>here</a>.
The texture links now include links for the new wads and no longer point to nstr.
The command console is now a point entity and an info_location and trigger_script have been added. What does the latter do btw? Probably used in the tutorial map that wasn't finished.
While creating the texture links I found some problems:<ul><li>Many textures are found in various .wad files. This shouldn't really give much trouble, other then slightly increasing download size. In some cases however I noticed that the various textures are different.
In the case of "hera_floor03" and "{wires_1-b" there are only some slight visual differences.
The texture "coretexture" (found in ns_hera.wad, ns_eclipse.wad and ns.wad) however has different dimensions in different .wad files. This seems pretty bad to me.
</li><li>Several textures are screwed up (I placed them in the "oops" folder):
From ns.wad (copies may exist in other wads too):
alien_alpha1 and alien_alpha2: no { prefix and blue leaking into texture
{alien_alpha2: black mask
as: no { prefix and bad mask. fixed version exists though
door_hera_t: no { prefix and mask palette color not in last entry
{door_hera: pink mask
WINDOW1: bad submip. fixed version exists
{FANBIG: perhaps meant to be like this, but I doubt it
From ns_eclipse.wad:
{catrailnew_ske: not remipped after color change</li></ul>The file ns_context.qrk can be registered as an add-on to set the temporary directory to ns instead of tmpquark. Remove from the add-on list if you want to edit for vanilla hl again.
And I wouldn't touch "empty now" in the temporary directory tab as long as this add-on is active <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
You can download the latest version <a href='http://www.student.citg.tudelft.nl/c9375215/QuArK_NS3_support.zip' target='_blank'>here</a>.
Comments
I tried converting the fgd, but that didn't work all that well s:)
There's actually some interesting commented out stuff in the .fgd file, like marine weapons that never made it into the game.
<i>Note: no, you can't place marine weapons in your map. <b>All</b> weapons are commented out.</i>
From ns.wad (copies may exist in other wads too):
{alien_alpha2: black mask
{door_here_t: pink mask<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Just wanted to point out, that the color of the mask is actually irrelevant, it is the position of the referenced color in the palette. In both of these textures, while not blue, the color seems to be correctly referenced in the wad file (placed in the last position), so should probably work fine. Haven't actually tried em out yet, but I see no reason why they won't work.
Thanks for pointing out all the gaping flaws in our wad files, we are aware of their existance but were hoping we could just kinda shove the problem under the carpet, so to speak <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
.wad management was not something which was handled very well during NS's production, and I am wishing now that we had cleaned them up and organised them more effeciently ages ago. The problem now of course is that changing or removing any of the textures within the wads could result in many a people's maps breaking.
Having said that, since NS is in such an early stage of release, it shouldn't be catastrophic if we removed the pointless ones such as seethrough textures with no { prefix.
On a side note, I never intended ns_hera.wad to be in the install, and the Hera specific textures were compiled into the .bsp. This was to stop people from using textures specific to Hera. The textures I am referring to are the Hera logo, the reception screen, the Merkaba logo, etc.
Unfortunately there's nothing I can do about it now. Removing the wad from the install would leave some people with the wad (people who patch), and some people without the wad (people who full install). Anyway, I hope people can recognise the uniqueness of Hera's textures and not use them generically in their own maps (Unless in good taste AND with a reference to Hera. IE, if you use the Hera logo, one would logically assume the map was based in a Hera station.) thus devaluing their existance in Hera.
Anyone using the Merkaba logo textures in their own maps will understandably probably be hung drawn and quartered. No pressure <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
You're right. I put those textures back. Funny how the official <a href='http://www.telefragged.com/wally/downloads/Texture%20Tutorial.htm' target='_blank'>Valve texture information</a> is incorrect at this point, talking about the pure blue and forgetting about the entry position.
I did find another bad texture, {nothgrate (it's got blue leaking into the submips).
<i>Thanks for pointing out all the gaping flaws in our wad files</i>
Glad to be of service. If you also want a list of all duplicate textures, just ask.
<i>On a side note, I never intended ns_hera.wad to be in the install, and the Hera specific textures were compiled into the .bsp.</i>
I've put hera-specific textures and other map specific textures into the oops folder, so QuArK users should notice they shouldn't use those. The Merkaba logo is not present in hera.wad, so you don't have to do any quartering. Unless some QuArK user decides to export them into a custom .wad files of course.
While browsing around the .bsp files I also noticed that a correct version of {catrailnew_ske is -wadincluded in the map that uses it, explaining why it works for that map.
I also reorganised the texture list, putting similar textures closer to each other, and creating copies when a texture fell in two categories.
The updated file is available through the same link.
* Added support for ZHLT brushbased entity shadows and Laurie's switchable texture lights.
* Changed entity bounding boxes to more realistic shapes.
I downloaded the latest release of quark but do not know how to set it up to work with NS. I've been using Worldcraft till now.
Edit -> Configuration -> Games -> Half-Life -> Add-ons -> Add -> "ns_context.qrk"
If you use your superior searching skillz I'm sure you'll be able to find a link to it somewhere on the internet.
Possibly closer than you'd expect.
I'm planning to.
I'm used to Quark but want to know if there are problems with the NS.QRK files
Any problems with the .qrk file should have been fixed in the version you can download at the first post of this thread. If you find any errors, post them here so I can verify and fix them.
I'm aware of a small one, but am too lazy to fix it: the fly-over hint box of info_location mentions that it's hardcoded into titles.txt, which is only true for official maps (which I used as a reference).
Otherwise... If you don't plan to use QuArK often it might feel like spam <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (~8 mails/day)
QuArK offers cool advanced features that aid much in complex mapping. But you might miss: a checkbox in the texture browser to only display used textures and the sprite-display. Also the configuration is more complex than in Hammer. btw... Hammer sometimes crashes on my pc and all my work is gone... that never happend to me with quark.
Hammer is much more usefull if you want to have only tools that create engine-friendly brushes.
If you are experienced though... TRY IT NOW. It's free! Well... better get member of the dev group and earn the right to use QuArK... but if you don't... who cares. QuArK is some kind of community at the moment. We all meet in the mailing list and talk about bugs and add-ons... some of us are mappers others programmers, or both a bit.
But I can give you a link to a room I designed in QuArK (it is on NS-World):
<a href='http://nsworld.ns-central.co.uk/ViewPicture.php?UniqueId=615' target='_blank'>http://nsworld.ns-central.co.uk/ViewPictur...hp?UniqueId=615</a>
The blue pipes were created with the 'path duplicator'. The table, the chairs and the projection on the left all used 'radial duplicators'. The good thing about them is that you can edit one leg of that chair and all the others also change. This gives a better overview on the final look-a-like than in Hammer. Unfortunately a sprite display is missing. But a 'onlyents' compile is done quickly.
it creates a poly, i tried removing it but it still doesn't work..
I can't join a team.
yea but it doesn't work.
it says the spawns are full or something.
(yes i set Team one/two in the entity)
I have for the both teams, and it doesn't work.
It gives me the error msg "all spawns are full" and puts me in Spectate...
any ideas?
which doesn't work. i tried renaming it to info_team_start but still doesn't work.
i guess this addon is messed up..
..
where can i get a normal ns addon for quark that works without any problems?
So remember:
its <b>info_join_team</b> with properties set accordingly
and <b>info_team_start</b> in the proper spawn points with properties set to the proper team.