QuArK 6.3.0 update 3
* various selection menu enabler logic bugs fixed (headsup from cdunde)
* select tagged faces menu item enable bug fixed (bug noted by cdunde)
* brush-from-number finder, on build menu: enter entity and brush
number into dialog, and the brush is selected if possible (does
its best if duplicators or negative brushes mess things up).
QuArK 6.3.0 update 2
* Manual loading of leak and portal files. In the case of the portals
(the .prt files), you have to be especially careful that the .prt file is
current for your map; .prt files are generated when the .bsp program is run,
and not deleted. What the blue lines indicate is the 'windows' between the
convex ('leaf nodes') that the bsp process carves the visible spaces of your
map into. So you can investigate the effects of using detail and hint-brushes,
etc.
* New Hr2 data, from dannj
* New Q2 Lazarus data,from cdunde
QuArK 6.3.0 update 1
This update provides some new plugins, and improved versions of others.
Names indicate who did the improvements.
Improved:
mapmiteredge.py (tiglari)
supports 'caulk hull' construction method, details below
mapstair.py (tiglari)
produces tris/overdraw-efficient triangular design (by foo,
quake3world editing forum)
mapmakeprism.py (cdunde)
prism builder now removes excess faces produced by some
of the options
New:
mapcaulk.py (tiglari)
adds item to poly RMB menu to caulk all faces except tagged or
selected ones.
mapfindtarget.py (tiglari)
adds RMB items to point and brush entity menus to find items
targetting and targetted by the clicked-on item
mapaxisicons.py (cdunde)
adds option to put icons indicating plane axis into map views
Details of Enhanced mapmiteredge plugin,
The mapmiteredge plugin supplies mitered walls and a variety of
additional features to the wall maker duplicator, when the 'miter'
specific is checked.
Basic features of mapmiteredge plugin:
Walls are extruded outward from the polys, but are cut away where the
polys share a some face-area.
If the 'miter' specific is checked, the corners are mitered to minimize
tris and overdraw and the the joins are also caulked. There is also a
more primitive mode that applies when 'miter' is unchecked' but 'extrude'
is checked; here the walls are simply extruded with no mitering. This
is faster than mitering, but has many problems in the output, so should
be avoided. When neither extrude nor miter is checked, a subtractive
technique is employed that has many problems, is only present for
backwards compatibility, and should absolutely be avoided.
For quick editing, check the 'solid' box; this stops all the extrusion
and mitering, and is best for building and reshaping. Things won't
look right in the 3d view, since faces won't be visible from
the inside, and the textures, present on the outside, will be
mirror-imaged from what they will look like from the inside, but
the speed makes up for this (hopefully a future version of QuArK
will have an 'inverse brush' concept to address these issues).
A brush with the 'neg' specific checked will punch a hole in the walls
(in case you need to provide a passage from something built with
the wallmaker to something constructed in some other manner); negative
brushes can of course also be outside the duplicator. Note: although
the use of negative brushes is widely deprecated, it is unproblematic
for straightforward applications such as cutting window-holes in walls.
When used inside a wall-maker duplicator, when the duplicator images
are dissociated, only positive brushes appear in the final result,
and you can use the mapchecks to make sure that nothing wierd and
nasty is being produced.
Another way to punch a hole is to have a group inside the duplicator
with its visibility specifics set to invisible, and also ingoretobuild.
The result will be a nicely mitered hole, which you can fit
some other kind of connection into.
A brush with the 'plug' specific checked will punch a hole in
the walls but be left in the hole, as a possible way to do
decorations etc. in Q1/Q2/HL-engine games (Q3-engine games
should use caulk techniques, a bit more complicated, see below).
The wall-maker is mostly for creating the outermost volumes for
your map, and can also be used to make buildings, with both rooms
and outdoor areas as the volumes, and void inside the walls (this
leads to quite a lot of faces in the map which get cut away in the
build process). It could also be used to make things like pipes
and walk-in fuel-tanks, but the mitering algorithm isn't smart
enough to produce a nice-looking exterior in all cases, so the
results might have to be touched up a bit by hand.
Jan 26 2003 enhancement:
2 new features are added:
1. Reversion of dissociated group to duplicator.
Complex wallmaker duplicators are extremely slow to build when a map
is being loaded or written.
When the images of a wallmaker duplicator are dissociated, the
resulting group will have an RMB item 'Revert Walls to Duplicator',
which will restore the original duplicator, for convenient editing.
This is implemented by having the original contents of the
duplicator copied into an invisible group called 'source', while the
walls produced by the dissociation are also put into a group called
'output', which is set to 'can't select with mouse', so that
revisions to the walls will be most naturally made by reverting and
editing the duplicator, then dissociating again. In cases where
hand-touch up is really necessary, this flag can of course be
reset.
A final touch is that the 'solid' specific is ignored when the
duplicator images are dissociated, so you can leave it set, and
have reversion be quite fast (but of course dissociation needs to
rebuild the wall, and so will be slow)
2. Caulk-hull construction support (Q3A-engine game only).
The 'caulk-hull' technique is to make all structural (non-detail;
potentially vis-blocking) brushes in a map textured with Caulk
(a Q3A-engine concept), with all visible surfaces on detail brushes.
If a wallmaker duplicator has a 'caulkhull' specific, with integer
value, then a caulk-hull is created, with that value as its depth.
The caulk hull is the same shape as the extruded walls, but the
textures are all caulk, and the wall-width is as specified by the
culkhull specific.
The output is provided in the form of caulk and detail groups, the
both not selectable with the mouse (when images are dissociated),
the former also invisible in 3d views, unless the 'showcaulk'
specific is checked or has value 1, in which case this is reversed
(look at both caulk and detail in the 3d views would be messy and
rather useless).
There are 2 further subtleties:
plugs in caulk-hull are deleted from the detail, but not from the
caulk (so a negative plug will cut a hole in the detail but not
the caulk, in case you want to put some sort of complicated
decoration on the wall, such as for example a patch).
If a face already has the Caulk texture, then no detail is
generated; this is for when the detail is too complex to be done
automatically.
Finally, there is a 'caulksetback' specific, which will cause the
inner walls of the caulk brushes to be set back by a certain amount;
this might be useful if you wanted to have some inset detail (if the
caulk is in front of the detail, HOM etc result, so the setback
should be at least as great as the maximum inset).
The Quake Army Knife (QuArK) Files
Brought to you by:
danielpharos