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  QuArK 6.5.0 Beta 2.0 has just been released! - Mods
  Posted by: Hfx-Rebel on 04-15-2007 @ 13:44 - Source: QuArK Website (Member submission)
This News Item has been viewed 6,502 times
After months of intense work, coding, searching, problem solving and testing the all new and improved QuArK 6.5.0 Beta 2.0 is making its debut!

Quote:
Many .. many .. many .. many fixes have been done.
And a number of new features have been added as well.
With major improvements and additions!!! Some of which are:

  • Map Editor
  • Fixed the Software & Glide lock-up and smearing problems ! YES ! They are GONE !
  • The addition of OpenGL lighting and transparency.
  • Fixed a whole load of memory leaks.
  • Changed Half-Life2 files to work with QuArK Beta using vmt files instead of vtf files.
  • Model Editor
  • Improved quality of Model Editor's 3D Texture mode while dragging at increased drawing speed.
  • Completed the initial setup of the Model Editors Multi-fillmesh and color selection function.
  • Fixed the Skin-view to draw model mesh correctly.
  • Proper selection and display of skin textures for all model configurations.

    Check out the Website



  • This is definately great news for the Elite Force community! Some of you may be wondering what QuArK is...in a nutshell, it is:
    QuArK was originally called QuakeMap, and was a map-only editor for Quake. QuakeMap broke with the "traditional" 3-view (xy, xz, yz) interface and opted to go for a much simpler to understand interface that showed just a "side" and "top" view, with a "compass" that rotated your level through 360 degrees, making the third "view" unnecessary. This opened up much of the screen real estate, and by incorporating a small uncluttered toolbar on the left hand side, along with extensive right-click functionality, this enabled new users to quickly and easily learn the interface enough to put their efforts into their creations, and not into learning the editor and it's complicated arrays of views and tool buttons.

    As Armin expanded the program, it progressed to the point where Quake "map" was no longer representative of its scope. The name was changed to Quake Army Knife (QuArK for short) which better signified it's "all-in-one" abilities.


    Quake Army Knife (QuArK) is a multi-purpose tool for the games using engines similar to or based on the Quake engine by id software. QuArK has the ability to directly edit maps, and to a limited extent, models, and can import, export and convert sounds, textures and various other game assets. It is also able to modify .pak and .pk3 files, as well as importing compiled BSP's in order to study the entities as well as add/change/delete entities from these files. No other game editing tool available has the ability to do all of these things.

    QuArK is completely different from the desktop publishing program Quark.

    The map editor is the most widely used part of QuArK. When you first try to use it, you might have troubles in understanding what's going on. The basic idea is that you build polyhedrons (cubes or more complex) to make the shape of the map (walls, floors, ceilings...), and then you put entities to populate it (monsters, lights, doors...).

    It is important to distinguish between what is related to QuArK's map editor and what is related to the game you are making maps for. For example, how you give complex shapes to polyhedrons or how you change the attributes of entities is related to the map editor. On the other hand, what all these entity attributes actually mean is related to the game only, and so is the list of entities and textures you can use; see 'Entities and other features that depend on the game only' below.

    For the basic QuArK-related operations, you can get help from one of the available tutorials. A basic one is found in the documentation of the map editor (included in the QuArK distribution). Other ones are found on the QuArK web site.

    Questions about this subject are welcome in the QuArK forum. Also, refer to the on-line docs on the web site.



              Next News Post 04-15-2007 @ 23:46 - Poll Results
              Previous News Post 04-15-2007 @ 12:39 - Animators Needed


    Average User Rating: 9
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    User Comments  
    The following comments are owned by the user that posted them. EF 2 Files is not responsible for their content.

    Total comments: 9 | Last comment: 11-25-2007 at 13:24

     #1 - 04-15-2007 at 18:57
    Arron_Dominion
    Joined: May 18th, 2005
    Posts: 454
    This looks very similar to the Valve map editor, Hammer

     #2 - 04-16-2007 at 02:52
    GSIO01
    From: (Dresden)
    Joined: November 13th, 2003
    Posts: 61
    I once tried it, but I can't work with it, maybe it's because I'm used to the 4-view (xy, xz, yz and 3D) interface of Radiant.

    And it is, in my opinion, indeed somehow very similar to Hammer Editor.

    The only interesting part is the OpenGL 3D view, it seems to give you a preview of what you'll get ingame. I hope something like this will be included in GTK Radiant in future ...

    My personal ranking for Quake mapeditors is:
    1. UberRadiant (yes it is the best, even as it has some bugs. btw I have noticed that the more RAM you have the less it crashes ... I tested it on 512mb, 1 GB, and 2GB)
    2. GTK 1.5 Beta (is on a good way and maybe take the first place when it is finished. latest build looks very promising)
    3. GTK 1.4
    4. GTK 1.2.x
    5. QuArK
    6. EFRadiant

     #3 - 04-16-2007 at 05:58
    DanielPharos
    From:
    Joined: July 23rd, 2006
    Posts: 4
    Hi guys,

    I'm one of the current developers of QuArK. Tell me what you think about this release! If you've found a bug or have a feature request, come visit the forum: Link removed or drop me an email.

    @GSIO01: You can change the layout, and switch to a 4-view layout. Also, I thought GTK was more or less discontinued?

    Link removed, see comment posting rule number six. A link to your project already exists in the news item. ~AdmiralHocking

     #4 - 04-16-2007 at 14:14
    GSIO01
    From: (Dresden)
    Joined: November 13th, 2003
    Posts: 61
    Yes you are right I forget about this, but as far as I remember the latest source code was avaible for download via svn, though I don't know if it still is.

     #5 - 04-17-2007 at 00:00
    DanielPharos
    From:
    Joined: July 23rd, 2006
    Posts: 4
    Comment removed as link removal defeats the purpose of the comment. See comment posting rule number 6. ~AH

     #6 - 04-17-2007 at 03:01
    GSIO01
    From: (Dresden)
    Joined: November 13th, 2003
    Posts: 61
    I'll give it another try if I have time and then send you my feedback.

    Anyway how accurate is the OpenGL preview compared to the results of a Q3map3 compile?

    *argh* I meant q3map2 (sorry for doublepost)

    Merged. wink ~AH

     #7 - 04-17-2007 at 03:54
    DanielPharos
    From:
    Joined: July 23rd, 2006
    Posts: 4
    Well, positions of items and texturing should be 100% accurate, but lighting is probably off by a factor. That still needs fine-tuning. But you're welcome to try it all, and give QuArK a go!

     #8 - 06-11-2007 at 11:22
    deadly_darkness
    From:
    Joined: July 23rd, 2006
    Posts: 92
    Uberradiant rarely crashes with me. The trick is if it appears to lock up, just leave it and then it should correct itself. I also like the idea of a .bsp importer, normally I'd de-compile it using the convert command in q3map2. That screwed the textures up though. Does your importer import the whole map, with textures in the right place?

     #9 - 11-25-2007 at 13:24
    DanielPharos
    From:
    Joined: July 23rd, 2006
    Posts: 4
    In principle, it should load them correctly. But the .bsp importer hasn't been updated some time, so it's very well possible it doesn't import everything correctly. But it can't hurt to try it!



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