Quark Model Display

NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
<div class="IPBDescription">Is anyone missing it?</div> The good old QuArK level editor can display all sorts of models it seems, but someone stopped coding when he was at the Half-Life model code. Then Hammer brought up that feature and models were more often used to detail a map. In QuArK it is a lot of trial and error to get a chair in the right position, but I have never seen someone complain about that in discussions about what editor is best.
The impelemtation of Half-Life models into QuArK is not just a display issue though. QuArK has a built in format for everything and the current format for models is a bit old. So smooth shading, chrome effects and such are not supported. But this intermediate format is needed because QuArK is also a model editor and file converter. Here is an example of how a skulk spiking up a roach could look like in QuArK.
So far I just found out the basic stuff about HL models. Just enough to get them displayed with textures saved in a bitmap.
Comments? Suggestions?

Comments

  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    edited October 2003
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    I personally believe that model display is a critical feature of modern level editors -- if you can get Half-Life models back into Quark, it'd be a big improvement (I hate trial-and-error).
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Thank you thank you, even if you just post because noone else did <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Where are all the QuArKers? Wolv? Cash Car Star? pielemuis? RhoadsToNowhere? Droggog? All the others?
    Hey I love you all. I do this just for the NS community! Just like Wolv who converts the FDG files.
    If you all come here and say that model display is appreciated I may also add the chrome effects.

    hmm..

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  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Honestly any implementation of a model view in quark would be awesome. Chrome effects and etc would be cool, but just the view would be nice. Some things that I think it really does need though:

    1) persistent display. Right now point entites are only visible when you click on them. Even just having the bounding boxes stay would be useful.

    actually that's it for now. Let me know if there's anything useful I can do with my lack of programming skills. At some point we should organize a collaborative quark based joint-map.
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    <!--QuoteBegin--NerdIII+Oct 17 2003, 11:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Oct 17 2003, 11:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thank you thank you, even if you just post because noone else did <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Where are all the QuArKers? Wolv? Cash Car Star? pielemuis? RhoadsToNowhere? Droggog? All the others? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wow! I'm surprised anybody remembers my name around here, I have like zero NS maps to show for myself. Anyway, model and point-entity display would definately be a great step-up for QuArK, and probably not that difficult (at least on the point-entity thing) for someone half-decent at coding with knowledge of QuArK. I, however, am a coding moron. I had one friend that was thinking about taking a look at it once (just the code in general, not anything specific), but the fact that he'd have to learn python meant it never happened.

    Anyway, are you saying you were able to code in model display in QuArK? Absolutely awesome. I'd loke to get my hands on that add-on or however you have it set up once you have it working properly (no crashes). I may be alone, but I couldn't be buggered whether or not the models display as chromed, smoothshaded, whatever, so long as I could see em.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Thanks for the comments.
    Point entities are currently just an overlay icon, so showing all point entities would mess up the display. Hammer does a much better job there, but their coders get paid for it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Bounding boxes? Yes, that might be good. At least if no model is present the display could fall back to bounding boxes.
    Unfortunatly this project goes beyond what could be done with an add on. (And for the sake of speed it shouldn't be written in Python script anyway.) So you'll have to wait for a release of version 6.4 or 6.5 (haven't discussed that with the other devs yet).
    Hey, it is kinda cool to be a dev. You always get all the goodies first <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    The above pics ARE a prototype display. If you would use it now the models would just be rotated 90? and set off the ground a few units. Also I haven't made the model import safe yet. A corrupt model file could crash the editor.
    Model export and editing are not existent at the moment and... I haven't coded the texture import yet. For the pics above I just put a 'test.bmp' in the model folder and told QuArK to use this image as texture <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Smooth shading is, unfortunatly, not supported by QuArK's display code atm as well as the 'triangle strips' and 'triangle fans' modern hardware and OpenGL/Direct3D uses to speed up the precalculation of adjacent triangles.
    And tell every coders you know that QuArK is a cool editor that needs more people with spare time to push it further! I never heard of Python before I needed it for QuArK and I found it quite similar to Java, just a bit faster to write and execute. And there is usually someone in the quark-python yahoo-group who can assist with problems. Hell there is even a guy at the age of 58(?) who just learned the basics about Python.
    Someone who writes Python scripts for QuArK would be very helpfull. Well, look at it. It is the most extensible editor in existance and there is not even a script to generate random rocks <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
    Ok, enough advertise. I'll keep you up to date, maybe the model display will already be in the next snapshot of the QuArK 6.4 Alpha.

    *bump*

    P.S.: Cash Car Star, I found your name in Wolv's (now unstickied) thread about the new NS.qrk files and remembered that you have recently presented a map here...right?
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    It always seemed funny to me that a program that lets you map AND model in the same piece of software doesn't support model views in the map. Maybe that's just me though.

    So.... you're suggesting I help out by learning python and coding random rocks? (j/k) I am thinking about picking up on programming again (been so long it's pretty much from scratch) so we'll see how far that goes.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    <!--QuoteBegin--Reese+Oct 20 2003, 04:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Oct 20 2003, 04:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It always seemed funny to me that a program that lets you map AND model in the same piece of software doesn't support model views in the map. Maybe that's just me though. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Huh? Have you read the first post? It can display/edit Quake1, Quake2, Quake3 models and maybe more, but I don't know .. don't have all the games <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Well, Reese, if you could code in Python you could script your very own editor tools. Anything you like from finding certain textures, sorting brushes or entities to creating cool architecture with the click of the mouse. (Python is the fastest interpreted language btw.)
    Good luck with it ! (I started by modifiing the n-prism script.)
  • UncledadUncledad Join Date: 2003-10-19 Member: 21781Members
    i would help if i could get quark to workwith NS.... which i cant. hope you get it working in the end tho
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    hm... something is massively going wrong here... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    you have way too much time on your hands.
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