Updated Quark Ns Support

WolvWolv Join Date: 2002-01-25 Member: 56Members
edited February 2004 in Mapping Forum
<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>.
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Comments

  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    Awesome. Glad to know there's someone looking out for us QuArKers.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    Glad to see you're working on it, i noticed the CC was still a brushbased ent s:)
    I tried converting the fgd, but that didn't work all that well s:)
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    I never got converting .fgd files to properly work either. Saving ns.qrk as "structured text for hand editing" and opening it together with ns.fgd in wordpad did the trick.
    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>
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Go QuArK! Thanks a lot, Wolv. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    <!--QuoteBegin--Wolv+Nov 11 2002, 03:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Nov 11 2002, 03:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->While creating the texture links I found some problems:<ul><li>Several textures are screwed up (I placed them in the "oops" folder):
    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.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Fantastic work, Wolv.

    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-->
  • TiskaiteTiskaite Join Date: 2002-11-12 Member: 8269Members
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <i>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. </i>
    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.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    And yet another, small update, available through the same link on top:

    * Added support for ZHLT brushbased entity shadows and Laurie's switchable texture lights.
    * Changed entity bounding boxes to more realistic shapes.
  • tomcattomcat Join Date: 2002-11-18 Member: 9183Members
    Can you post brief instructions how to install these files to Quark?

    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.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Edit -> Configuration -> Games -> Half-Life -> Add-ons -> Add -> "ns.qrk"
    Edit -> Configuration -> Games -> Half-Life -> Add-ons -> Add -> "ns_context.qrk"
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    ben searching for quark for a while, anyone got a direct download url by anychance?
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    <a href='http://www.planetquake.com/quark/latest' target='_blank'>Link to the latest version of QuArK</a>
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Thanks for doing this Wolv (and glad you're back around here again).
  • AdvisorAdvisor Join Date: 2003-01-10 Member: 12104Members
    What is a QuArKers? Is it a map editor program?
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    edited February 2003
    QuArK (<b>Qu</b>ake <b>Ar</b>my <b>K</b>nife) is a level editor for all games based on a certain engine.
    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.
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    Anyone made maps with it so far ?

    I'm planning to.

    I'm used to Quark but want to know if there are problems with the NS.QRK files
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    I don't think any NS maps have been finished with QuArK so far.

    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).
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I'm using QuArK for a NS map... not that I ever finished one, but I'm quite familiar with QuArK and know the devs. If any problems arise there is an IRC channel on quake-net called #QuArK and a Yahoo-eGroup (www.egroups.com) called QuArK. Just post any question in the eGroup. This might not seem as fast as IRC, but chances are good that many people read your post. And someone will - sooner or later - answer. This is also a good place to request features because the dev-team can directly comment on any suggestions from there.
    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.
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    Do you absolutly NEED quark to make ns maps? Cuase I have Valve Hammer Editor and making an ns map would be a real challenge.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    No, of course you don't NEED QuArK. Most people use Hammer. But I can only tell you that you will never know if it is better for you if you don't dl it. It is not THAT big. Some people say that duplicators and such are too easy. I think sometimes, especially when you are new to mapping you can do things that kill the engine and compile tools so to say. Like loads of pillars odd shaped rooms etc...
    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.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    hmm, I took a look at the ns.qrk file. @ns dev team: You wanted a "Nuke Launcher" and "FlameThrower" in tha game? Seems a nice idea to me now, NS is a little bit boring with the low amount of marine weapons. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
  • MacguyvokMacguyvok Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
    Just an FYI. Shadowics and myself are currently working on 2 maps right now, one of them will be released soon, and it's all done in QuArK..... quark is the best thing ever! It's by far superior to hammer!! Use it, Love it!
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    hey what's wrong with info_join_team ?
    it creates a poly, i tried removing it but it still doesn't work..
    I can't join a team.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    edited July 2003
    It's supposed to create a poly, the poly defines the area in which people will join the team. In game it will be completely transparent.
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    <!--QuoteBegin--Shadowics+Jul 1 2003, 09:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 1 2003, 09:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's supposed to create a poly, the poly defines the area in which people will join the team. In game it will be completely transparent. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yea but it doesn't work.
    it says the spawns are full or something.
    (yes i set Team one/two in the entity)
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    You need info_team_start entities at the marine and alien starts on your map for you to spawn into.
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    <!--QuoteBegin--Shadowics+Jul 1 2003, 11:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 1 2003, 11:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You need info_team_start entities at the marine and alien starts on your map for you to spawn into. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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?
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    my bad. i thought it was info_team_start .. but there's only info_team_join
    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?
  • DFA_HaploDFA_Haplo Join Date: 2003-01-21 Member: 12537Members
    your still missing it. You have to adjust the properties of the info_team_start you have to select teamone(marines) or teamtwo(aliens) .

    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.
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