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Author Topic: Some questions and an update for the Q2Entities.qrk file.  (Read 1762 times)
OmnificienT
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« on: November 05, 2008, 12:03:19 PM »

I was already wondering where the offial forums had gone... Well I found them now.

Since I recently decided to continue my '1v1'map  I've got a couple of questions:

-I'd like to know what would be an easy way to copy the positioning and scale settings of one textured polygon's side, to many other sides.

-How would I go about disabling the holefinder?


A little more technical:

-It seems you have changed the organisation of the .qrk files (at least for Quake2), there used to be one file now there are 'Q2Entities.qrk', 2 for the textures and the DataQ2.qrk. Just out of curiosity, why did you seperate textures, data and the entities?

-The sun specifics in the Q2Entities.qrk file are not right. The actual _sun specific needed for creating sunlight was missing. I took the liberty of fixing the error. I also added a note to the top of the file, indicating what was fixed.  Wink

-Since in the texture browser I can see a list of textures which I've used in my map, I'd like to know how/where they are stored? I want to write a little program to export those texture names to a different file.

Thank You,

OmnificienT

Note: I had to zip the file, since I wasn't allowed to upload .qrk files.



* Q2Entities.zip (18.24 KB - downloaded 76 times.)
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X7
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Posts: 132


Quake II


« Reply #1 on: November 05, 2008, 12:25:34 PM »

Go to Configuration for Quake 2


1st program

Change the +BSP,-LIN{LoadLinFile} to +BSP


For the Sun targeting there is 2 Arg, the old one _sun and the new on _sun_target both work Btw, only use one.


I have updated all the Quake 2 Entities file for QuArk.

Grab the latest copy here.

http://quark.cvs.sourceforge.net/viewvc/quark/runtime/addons/Quake_2/Q2Entities.qrk?view=log


X7   Grin
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OmnificienT
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« Reply #2 on: November 05, 2008, 12:51:10 PM »

Ah, didn't know that. By the way: I wouldn't say Arghrad really is a compiler, it's a tool for calculating the light in maps.

(And when did you become a developer, X7?)
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cdunde
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« Reply #3 on: November 05, 2008, 12:57:48 PM »

Quote
-It seems you have changed the organisation of the .qrk files (at least for Quake2), there used to be one file now there are 'Q2Entities.qrk', 2 for the textures and the DataQ2.qrk. Just out of curiosity, why did you seperate textures, data and the entities?
That was done for two reasons:

1) Because newer games have a lot more data to them for the addons.qrk files it was becoming way to difficult to just lump all that stuff into one or two files. Such as Doom3 or Quake4, try opening one of the old versions in NotePad and see how long it takes just to make one little change much less a complete update.  Shocked

2) When I made the new Conversion Tools system I based it on using other existing .qrk files as templates to make the new ones. So it was necessary to make them all more consistent in nature to one another.

Making them modular like that allows for future expansion....at least until the games get so big we'll need volumes  Grin

HTH,

cdunde
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DanielPharos
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Dancing Dan


« Reply #4 on: November 05, 2008, 01:43:39 PM »

By the way: I wouldn't say Arghrad really is a compiler, it's a tool for calculating the light in maps.

It's a step during the process of compiling the map. Everybody calls it a compile-tool. I agree, it's not a 100% perfect term, but it's acceptable. Just like the compile+link step for programming is often just called 'compiling'.

-How would I go about disabling the holefinder?

And if you're talking about the automatic check before compiling: there should be an option somewhere in the configuration about 'basic checks' when outputting the map. Disabling that should stop the hole finder from running automatically.

-Since in the texture browser I can see a list of textures which I've used in my map, I'd like to know how/where they are stored? I want to write a little program to export those texture names to a different file.

They're stored in the *game*Textures.qrk addon file. However, QuArK has the ability to automatically build a texturelist by iterating over the directory itself. In that case, the directory is the 'place it's stored'.
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OmnificienT
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« Reply #5 on: November 06, 2008, 08:48:47 AM »

DanielPharos, I think you've misunderstood me. When I create a Quake 2 map, and I go to the texture browser, I can see a list of the textures I've used in this specific map. I was wondering where that is stored.
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cdunde
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« Reply #6 on: November 06, 2008, 09:21:41 AM »

Look in your quarkx\mapeditor.py file and do a word search for
# Creates the "Used Textures.txlist"

You will see these two lines of code

       tbx_list = quarkx.findtoolboxes("Texture Browser...");
        ToolBoxName, ToolBox = tbx_list[0]


Both of those returned variables are lists, the first one is a list of the toolboxes it finds
and the second is what is contained in those toolboxes.

Doing a loop of the first list you will find this toolbox name
"Used Textures.txlist"
Its subitems should be those texture names.

Another way is to use this line of code to get the list of used texture paths and names
UsedTexturesList = quarkx.texturesof([self.Root])
self.Root being the map currently open in the editor.

HTH,

cdunde
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DanielPharos
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Dancing Dan


« Reply #7 on: November 07, 2008, 02:20:49 AM »

DanielPharos, I think you've misunderstood me. When I create a Quake 2 map, and I go to the texture browser, I can see a list of the textures I've used in this specific map. I was wondering where that is stored.

Oh, oops, sorry. Roll Eyes
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cdunde
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« Reply #8 on: November 07, 2008, 02:48:54 AM »

Not to worry....I've got-ch-ya covered  Grin

cdunde
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OmnificienT
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« Reply #9 on: November 07, 2008, 09:46:45 AM »

cdunde, thanks for your explanation, but I'm not sure what you mean by:
Quote
Doing a loop of the first list you will find this toolbox name
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cdunde
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« Reply #10 on: November 07, 2008, 10:06:34 AM »

Do a for loop like this:

        for Folder in rangel(len(ToolBox.subitems)):
            if ToolBox.subitems[folder].name == "Used Textures.txlist":
                used_textures = ToolBox.subitems


but just using
    UsedTexturesList = quarkx.texturesof([self.Root])
seems like the easer way.

HTH,

cdunde
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