Quark
1010101
Join Date: 2004-08-03 Member: 30338Members
<div class="IPBDescription">and NS3?</div> Hello again,
To the people out there that use quark with ns...
Are there addons for NS3? Quark seems great but it has almost no configurable options, it will only look for wads/maps/etc in specific locations (mainly the old, old sierra/half-life dir). Can it be integrated nicely with steam and the nsp directory?
Also, where the hell is the palette.lmp file, I don't even have that in my non-steam install and quark seems to need it!
Cheers
To the people out there that use quark with ns...
Are there addons for NS3? Quark seems great but it has almost no configurable options, it will only look for wads/maps/etc in specific locations (mainly the old, old sierra/half-life dir). Can it be integrated nicely with steam and the nsp directory?
Also, where the hell is the palette.lmp file, I don't even have that in my non-steam install and quark seems to need it!
Cheers
Comments
NS addon can be found <a href='http://www.student.citg.tudelft.nl/c9375215/QuArK_NS3_support.zip' target='_blank'>here</a> (made by Wolv, I think).
Setting up QuArK to work with Steam is just as easy as to set it up with old HL. Just select your steamapps\your.email@here.com\half-life as your Half-Life folder.
The palette.lmp is probably found in halflife.qcf or old half-life's pak-file. I attached it anyway. It goes into half-life\valve\gfx folder.
And if you need to use textures like sky, white, black, clip, origin, etc... extract halflife.wad as well and put it in the /valve folder to have them appear in your texture browser.
Go go quark <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I was already using that addon, but the thing is, it doesnt use the correct ns directory (it should use nsp) . Thefore I had to copy all the wads into a new directory called ns and then copy my map back to nsp/maps and run it manually. Phew.
Thats what I mean by unconfigurable, I can't find any way of changing the way it runs HL or the output directory (without rewriting the addon? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->).
So far I have found only one thing that some other editors do better; sometimes QuArK doesn't like faces that are rotated around more than one axis and texture alignment gets crazy.
I have mapped in QuArK since Quake1 and I have only briefly tried Worldcraft few years ago. I found it a bit clumsy.
options > configuration > games > halflife > output directories
EDIT: also, for eachy type of compile you can specify certain command-line perameters for the compile tools, and also set specific command-line perameters to always be used with HL when QuArK runs HL. Set the Halflife perameters in:
options > configuration > games > halflife > halflife command-line
and set build-specific compile tools perameters in:
halflife > customize > (type of compile) > Build Programs Enable/Disable Sequence.
yet antoher Edit: Actually I have no idea if it runs Steam Halflife fine, just WoN halflife. still havent got around to that infernal Steam yet.
Thats what I mean by unconfigurable, I can't find any way of changing the way it runs HL or the output directory (without rewriting the addon? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes it's probably how it's designed in the addon. May have to ask Wolv to be sure. /nsp is a directory that was made for the playtests, i may be wrong but once ns gets released on the "my games" list of steam, it will probably use the /ns directory again (or once its out of beta).
In the meantime i have copied my entire /nsp folder to a /ns folder and i run my map tests from there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> So i don't need to copy my maps each time i compile, and i can have another keyboard setup (binds/scripts for cheats, dev commands like gl_wireframe, spectator arrow keys to take screenshots (mouse don't work to turn around), all the stuff i don't need on the ns install i <i>play</i> with).
If you really want i guess you could make a .bat file wich copy the .bsp from /ns/maps into /nsp/maps and execute it after hlrad.exe in the build programs execution sequence, so it's automatic.
Hope i make sense, i just woke up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The attached file should contain files for proper texture links and game context.
Also, if there's something wrong in the .qrk file, just open it in QuArK, save as "structured text for hand-editing" and open with wordpad. Both files were very straightforward to fix like that <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
I don't have access to my webspace right now, so this attachment will have to do for now.
I did make a bat and stuck it in one of the build program bits, but I guess I don't have to use it now, thanks to wolv and everyone. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->