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Home / QuArK / QuArK 6.3
Name Modified Size InfoDownloads / Week
Parent folder
QuArK_v630_update3b.ZIP 2003-04-04 159.2 kB
QuArK_v630_update3.ZIP 2003-03-28 159.2 kB
readme_630update3.txt 2003-03-28 7.9 kB
QuArK_v630_update1.ZIP 2003-02-04 28.7 kB
readme_630update1.txt 2003-02-04 6.9 kB
QuArK_v6.3.0.EXE 2003-01-16 2.4 MB
QuArK_v63e_update6.ZIP 2003-01-15 940.4 kB
QuArK_v6.3d.EXE 2002-12-24 2.4 MB
quark_v63c_update.zip 2002-10-11 198.9 kB
QuArK_v63c_MohaaSoF2.ZIP 2002-06-19 977.8 kB
QuArK_v6.3c.EXE 2002-06-16 2.4 MB
quark_v63b_update.zip 2002-06-15 97.2 kB
sof2mohaa_63_patch.zip 2002-06-09 912.6 kB
quark_v63_mohaa_patch.zip 2002-06-08 62.9 kB
quark_v6.3b.exe 2002-06-07 2.3 MB
quark_v6.3a.exe 2002-06-04 2.3 MB
quark_v6.3_rc2.zip 2002-05-24 2.2 MB
quark_v6.3_rc1_exepatch.zip 2002-05-23 846.2 kB
quark_v6.3_rc1_patch3.zip 2002-05-21 426.6 kB
quark_v6.3_rc1_patch2.zip 2002-05-21 430.4 kB
quark_v6.3_rc1_patch1.zip 2002-05-19 140.1 kB
readme_6.3.txt 2002-05-16 16.7 kB
quark_v6.3_rc1.zip 2002-05-16 2.2 MB
quark63_snap2002ap29_patch4.zip 2002-05-09 966.9 kB
quark63_snap2002ap29_patch3.zip 2002-05-07 966.1 kB
quark63_snap2002ap29_patch2.zip 2002-05-04 915.4 kB
quark63_snap2002ap29_patch1.zip 2002-05-01 71.1 kB
quark63_snap2002ap29.zip 2002-04-29 2.2 MB
quark63_pre_rc1.zip 2002-04-26 2.2 MB
QuArK63_nutex3.zip 2002-04-25 842.7 kB
quark63_snap2002mar28_patch1.zip 2002-04-01 37.3 kB
quark63_snap2002mar28.zip 2002-03-27 2.2 MB
quark63_snap2002feb28_to_mar28patch.zip 2002-03-27 875.5 kB
quark63_snap2002mar27.zip 2002-03-26 2.8 MB
quark63_snap2002feb28_to_mar27patch.zip 2002-03-26 859.7 kB
quark63_snap2002feb28_patch1.zip 2002-03-05 11.5 kB
quark63_snap2002feb28.zip 2002-02-27 2.2 MB
quark63_snap2002jan06.zip 2002-02-05 2.3 MB
Quark63_snap080601_patch4.zip 2001-10-08 248.9 kB
Quark63_snap080601_patch3.zip 2001-09-26 245.1 kB
Quark63_snap080601_patch2.zip 2001-08-28 215.4 kB
Quark63_snap080601_patch1.zip 2001-08-07 41.3 kB
Quark63_snap080601.zip 2001-08-06 2.1 MB
Quark63_snap070901_patch4.zip 2001-08-02 929.5 kB
Quark63_snap070901_patch3.zip 2001-07-26 906.4 kB
Quark63_snap070901_patch2.zip 2001-07-23 893.3 kB
Quark63_snap070901_patch1.zip 2001-07-19 885.4 kB
Quark63_snap070901.zip 2001-07-09 2.1 MB
Quark63_snap061801.zip 2001-06-18 2.1 MB
Quark63_snap052101_patch2.zip 2001-05-29 83.6 kB
Quark63_snap052101_patch1.zip 2001-05-27 77.5 kB
Quark63_snap052101.zip 2001-05-21 1.8 MB
Quark63_snap050701_patch5.zip 2001-05-19 112.5 kB
Quark63_snap050701_patch4.zip 2001-05-13 112.3 kB
Quark63_snap050701_patch3.zip 2001-05-10 55.2 kB
Quark63_snap050701_newexe.zip 2001-05-10 811.7 kB
Quark63_snap050701_patch2.zip 2001-05-08 13.5 kB
Quark63_snap050701_patch1.zip 2001-05-08 8.8 kB
readme.txt 2001-05-07 2.9 kB
Quark63_snap050701.zip 2001-05-07 2.0 MB
QuArK_6.3snap050701.zip 2001-05-07 18.9 kB
QuArK_6.3snap050701-Setup.exe 2001-05-07 2.1 MB
Quark62_to_63snap042001.exe 2001-04-22 755.3 kB
QuArK_v6.3_texfix1.zip 2001-04-02 1.4 MB
Totals: 64 Items   61.1 MB 3
                     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).
      
Source: readme_630update3.txt, updated 2003-03-28