Need Help With Quark
SjN
Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
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<div class="IPBDescription">;o (3 small, newbie questions..)</div> Ok, because I can't use Hammer (crashing issue) I started to use Quark.
I'm still getting used to it. and i have some questions:
1) Why do i have some NS music in my map and how do i remove it?
2) In Hammer, when i create a bursh, it automaticly becomes func_wall, then when I do "ToEntity" I can change it to something else. Or if it's let's say func_breakable, i go to properties and choose func_seethrough.
How do i do such thing in Quark?
3) in Hammer, when i select a brush that's func_weldable, I click on properties and i can change settings of this entity.
in Quark, I had to search through the big list... Is there any other way? easier way to do it?
Thanks!!
<b>EDIT</b>
Ugh, and btw, is there any special Tutorial made for NS mappers?
cuz, there is 1 for Hammer. There has to be 1 for Quark ;o
I'm still getting used to it. and i have some questions:
1) Why do i have some NS music in my map and how do i remove it?
2) In Hammer, when i create a bursh, it automaticly becomes func_wall, then when I do "ToEntity" I can change it to something else. Or if it's let's say func_breakable, i go to properties and choose func_seethrough.
How do i do such thing in Quark?
3) in Hammer, when i select a brush that's func_weldable, I click on properties and i can change settings of this entity.
in Quark, I had to search through the big list... Is there any other way? easier way to do it?
Thanks!!
<b>EDIT</b>
Ugh, and btw, is there any special Tutorial made for NS mappers?
cuz, there is 1 for Hammer. There has to be 1 for Quark ;o
Comments
Quark doesn't add any music AFAIK, so I'm not sure what you mean.
Hammer does everything backwards, at least compared to Quark, which is why there aren't very many people that switch. Basically in Quark to make a brush based entity you would create the entity for the listing it has. This will automatically have a brush tied to it that you can see in the side menu. You can then resize it to the size you want. I can make some screenshots to explain this better.
I'm not sure exactly what you mean there either. If you mean, you had to search through the listing on the left to double click on the func_weldable listing to edit the properties, then you don't. On top of that list there are several tabs, if you have the func_weldable entity selected and click the second tab from the left (or I think it's shortcut key "2") it will bring up the properties up whatever you have selected.
Quark is more intuative than Hammer is, at least if you start with it, and also less used. So it's not likely you're going to find a tutorial.
I'm still getting used to it. and i have some questions:
1) Why do i have some NS music in my map and how do i remove it?
2) In Hammer, when i create a bursh, it automaticly becomes func_wall, then when I do "ToEntity" I can change it to something else. Or if it's let's say func_breakable, i go to properties and choose func_seethrough.
How do i do such thing in Quark?
3) in Hammer, when i select a brush that's func_weldable, I click on properties and i can change settings of this entity.
in Quark, I had to search through the big list... Is there any other way? easier way to do it?
Thanks!!
<b>EDIT</b>
Ugh, and btw, is there any special Tutorial made for NS mappers?
cuz, there is 1 for Hammer. There has to be 1 for Quark ;o <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Like Shadowics I have been using QuArK for a while. I tried Hammer once and couldnt even make a room <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
So I took will help when I can. Here are my answers below:
1. Perhaps you are just noticing that for the first time but I think the background music is built into the game.
2. Here is a picture of the drop down menu where you can find all your func_ entities (Figure 1). When you select an entity it will automatically create a cube brush that you can shape and change. Or you can just delete the cube and drag and drop the brush into the tree view under the func_wall (or whatever entity) and it will associate it with that func entity. (sounds confusing but its not) (Figure 2.)
Figure 1
<img src='http://www.dgkclan.com/images/quark_func.jpg' border='0' alt='user posted image'>
Figure 2
<img src='http://www.dgkclan.com/images/quark_func2.jpg' border='0' alt='user posted image'>
3. Do what shadowics says here is the screen of the properties
<img src='http://www.dgkclan.com/images/quark_func3.jpg' border='0' alt='user posted image'>
Hopefully this helps and doesnt confuse you. I think its best if you forget everything about hammer and kind of start from scratch with Quark.
As for tutorials... QuArK mappers are "elite"! We dont need no stinking tutorials <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
(j/k they are just really hard to find)
It is never wrong to read the Infobase especially when you are new to QuArK. There are many features that I found out after 2 years of using QuArK. Many of those were clearly described in the infobase. Note that there is also info about scripting for QuArK and the source code to help new developers. Just skip these parts.
Currently the devs are working on linking the elements of QuArK to infobase entries for ease of use.
2. Thanks a lot!!! <3
3. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I select the brush(func_weldable):
<img src='http://www.fuzzit.com/epxsite/maps/1st.jpg' border='0' alt='user posted image'>
I press "2"
<img src='http://www.fuzzit.com/epxsite/maps/2nd.jpg' border='0' alt='user posted image'>
Look up at my figure 2 and notice that I highlighted the func_wall you can see the poly thats associated with it underneath. Highlight it then select the properties button (second from left)
Look up at my figure 2 and notice that I highlighted the func_wall you can see the poly thats associated with it underneath. Highlight it then select the properties button (second from left) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
so there's no other way? easier/faster way?
If you have the polygon selected you can right click on it (in the map view or 3D view), go down to navigate tree (the 5th option from the top), then select the entity that the polygon belongs to (which should be the second choice), and then select the 2nd option there - "Select". This will select the entity without having to use the tree. You could then even right click on it again in the map view and go down to "Specifics...", which will bring up the info instead of hitting "2".
Ins = select parent in tree view
2 = select specifics page
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
I'm ACTUALY starting getting it ;D
Another problem: I couldn't find info_player_start in the entities list ;o
When i start a new map, I tried to drag the info_player_start and drop it on the left side menu, but it didn't work.
EDIT:
and btw, how do i make holes in the brush, to make a door or a window...?
And as a mapper you will need a lot of patience anyway so read the infobase please. PLEASE!!! READ IT GOD DAMN! To show you how helpful it is I will let it answer you a question <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> :
From the advanced features page:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Digger: when do i use this one instead of for example the substract poly-command..and what would be the advantage of doing so?? And what is the meaning of a "negative poly" ...i mean...when is it wise to use it instead of just creating a hole with the substract polyphedron-command??
Diggers and Negative polys have the same advantages as Duplicators : you can later make changes that wouldn't be possible if you had actually done the subtraction long time ago. This includes changing the shape of the hole, or working with the original polyhedrons -- if you had actually subtracted, these original polyhedrons would be broken in a lot of parts, thus if you'd want for example to change the texture or make the thing thinner, you would have to do so on all the parts.
A Digger is just something you can drag/place into a group(which you should create to keep the digger from affecting all of the polys in your map) and which then turns every single poly that you put into the Digger into a negative one.....so it is more like a "group-wise negative-maker" whereas the negative poly button on the polyphedron-page (the little kube next to the "choose texture"-button) is more useful for turning one or two poly's into negative ones. Negative polyhedrons, BTW, only dig within the group where they are, just like Diggers. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
From <a href='http://www.planetquake.com/quark/infobase/maped.tutorial.advanced.html#creatingholes' target='_blank'>Creating holes with diggers and negative brushes</a>:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you think, that to create a hole in a brush, you have to brush-subtract (carve), then think again when using QuArK!
A very powerful feature in QuArK, is the ability to use diggers and negative polys, which first does the real brush-subtraction when you compile your map. This lets you experiment placing a hole if you're not quite sure about its position, without messing with brush-subtraction and more brushes than necessary.
A digger and negative poly will only create holes in brushes of the 'same group', or sub-groups of that group, that they exists in.
There are no actual difference between a digger macro and a negative poly, other than in the tree-view you can see the Digger object. You can't see a negative poly, unless you rename it by selected it in the tree-view, and press the F2 key.
In the 2D-view, these cubes will be drawn with a different line-color (See also 'Colors'.)
The texture of a face on a digger or negative poly, will be applied to the brush that is carved, but only if that brush hasn't already been carved or cut at that coplanar plane that the face of the digger/negative poly will carve/cut it at. This can get tricky at times, and depends on which digger/negative poly does the first carving/cut.
Example: In the image to the right, there are two negative polys both with different textures (RED, BLUE), and two normal brushes.
After the negative polys have done their job (during compile), it may look like this in the game:
The cut-lines 1, 3 and C will get their texture from the negative polys' faces.
The cut-line A will keep its texture, because it was already cut beforehand.
The cut-lines 2 and B will get their textures from the negative poly who first does the carving/cut. In this case, the face B12 became RED and face B23 became BLUE, but face 2AB is still RED. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
From <a href='http://www.planetquake.com/quark/infobase/intro.mapeditor.menu.html#commandsmenu' target='_blank'>'Commands menu'</a>:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Brush subtraction. This function will subtract one brush from another;
- first select the brush you want the subtraction to occur on,
- next select the brush that should be subtracted from the first.
Then you activate this menu item, or press the accellerator key CTRL+B.
Brush subtraction is the process of 'digging' a hole with the shape of a given polyhedron.Design a polyhedron with the shape of the hole, move it at the location where you expect a hole (that is, it must overlap at least one other polyhedron), and select this command. The polyhedrons that overlap this one will be 'digged'. If necessary, you can then remove the hole-shaped polyhedron. Note that all polyhedrons are always convex : this means that the polyhedrons you are digging into will usually be broken into several smaller pieces, each convex. To prevent these extra polyhedrons to make your map too complex, use a Negative polyhedron (a button bottom left after you selected a polyhedron), or a Digger (from the New Items window). There are other features that also lets you make holes; the most useful is probably the polyhedron cutter (button 'cut polyhedrons in two', top). If you select several polyhedrons, the last one subtracts in the other ones only (instead of in the whole world). You can use a group instead of a polyhedron as the subtracter. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ok... I admit I haven't read most of the infobase. But it is the most complete source for using QuArK. And as you see even mappers working with QuArK for years don't necessarryly know all the features and shortcuts. You will become much more productive when you know all the tricks. For example there is a lights.rad creator, a tool to write text on walls with decals or the negative brushes that let you work like in Unreal to a limited extend. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The info_player start is included in the HL base package. You haven't unloaded it have you?!?
I don't use the panel any longer. Instead I created a new qrk file for my prefabs. You can use the New map items - window to add prefabs to the file then and use the stylish dropdown menus on the sidepanel to insert em into your map just like any other map item.
I guess this is the end of my newbie questions .. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
*
And Big big Thank for this great tutorial with Pics you made!! <3 !
**
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The advantage for Hammer users is that it will provide just about every tool needed to edit content for Half-Life 2. So if you're good with Hammer, switching to Half-Life 2 will be more about messing with entities than learning new styles and programs <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ever heard of NS Mapping 4 Life?
who teh hell needs HL2 ;P
Ever imagined QuArK might once support HL2, too? So where is the advantage you are talking of? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
I couldn't find it in Quark help file ;(
how do i make diffrent shapes from cubes?
i'm trying to create such things as:
<img src='http://www.fuzzit.com/epxsite/maps/s-1.jpg' border='0' alt='user posted image'>
<img src='http://www.fuzzit.com/epxsite/maps/s-2.jpg' border='0' alt='user posted image'>
<img src='http://www.fuzzit.com/epxsite/maps/s-3.jpg' border='0' alt='user posted image'>
*edit: forgot to add spaces between [/imgs] & [imgs]
1. Set the texture of all the borders of the grid to 'null'
2. Cut out the area around the hole in shape of an rectangle. So you don't have cuts along the whole grid. That would be unhandy and increase w_poly.
3. Cut the rectangle in pieces like a madman.
You're done. You can now move the broken piece onto the floor or delete it.
A problem that might arise is that you want some faces be glued together after your cutting action. To do this select the face that is in the right position an tag it (Ctrl+T). Then move on the the other face (select it) and glue it to the tagged one (Ctrl+G).
Always keep in mind that you can never ever create concave brushes in Half-Life. So everything that looks concave must be done by cutting stuff one or the other way. GtkRadiant does this automagicaly when you move a vertex. QuArK (at the moment) will try to keep the shape convex and will not allow you to move a vertex 'inside'.
i can't figure out what you want from the second pic though? Aren't these just border walls? If so ther is nothing wrong with intersecting them <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
For doors I usually create the door, make it really fat and cut out the doorframe with it. Then I make it thin again and move it where I want it. These simple shapes can be done easily - as mentioned by Shadowics - with vertex manipulation.
i didn't know it works that way.
So what you saying is, to make that kind door, i gotta create diffrent shapes and put them all together?
<b>*edit</b>
after restarting quark, i loaded my map again and tried to compile it.
now it thinks that entity is a hole in the map.
please take a look at that <a href='http://www.fuzzit.com/epxsite/maps/holes.jpg' target='_blank'>screenshot</a> <a href='http://www.fuzzit.com/epxsite/maps/holes2.jpg' target='_blank'>#2</a>