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 Suggested plug-ins... 
communityIntro

The contents on this page have been gathered from the forums, when people from the QuArK community wrote, that such and such a plug-in could be really handy if it were made. Also look at the 'plans' section of the QuArK infobase.

Most of the people that get the ideas for those plug-ins, don't know how to code them themself, so to help them - and that is what the QuArK community is all about - this page will list the suggested plug-ins, if other people are interested and if they are under development or not.

If you want to help develop one or more of the suggested plug-ins, please mail the webmaster, notifying him about your participation. If you have an idea for a plug-in, which would be possible to implement and usefull during map-building, you can either write about it in the forums or mail the webmaster using the problem / suggestion structure as shown below in the already suggested plug-ins.

Index
communityBad brushes
Problem:
The error that comes up in Quake 2 when i load my map is: "ERROR: Map has too many surfaces" or in r1q2: "Cmod_loadsurfaces: Map has too many surfaces"
So i went looking brush by brush (only 1500+ mind you) and came across one particular brush that had 1000's of faces on one side weirdly enough, deleted that brush and vola! The error is gone and I can open my map up just fine in Quake 2.

Suggestion for plug-in:
well, and, for the future, it would be nice to know how to find this thousands-of-faces brush... so people don't waste their time looking at the brushes one by one...
For further elaboration please send a request to the QuArK forum.

Suggested by:
08/14/2007 - symphonic
08/14/2007 - Mek

Furthermore interested people:
None
Notify the Webmaster if you are interested in seeing this plug-in

Under development by:
Unknown
Notify the Webmaster if you want to develop this plug-in
communityImport DXF Files
Problem:
...

Suggestion for plug-in:
hey I have an idea for a plug-in for QuArK. (it would rock!) if you had a plugin that would let you import 3d studio files.
For further elaboration please send a request to the QuArK forum.

Suggested by:
09/28/2000 - 'pj667'

Furthermore interested people:
10/20/2000 - 'TodPalin'
10/24/2000 - Strambeanu Petru
10/27/2000 - Daniel Free
10/12/2000 - 'BOB_XYGENE'
02/23/2001 - Peter Isaksen
06/07/2001 - Reinhard Hainisch
10/14/2001 - moi męme
Notify the Webmaster if you are interested in seeing this plug-in

Under development by:
10/21/2000 - 'TodPalin'
Notify the Webmaster if you want to develop this plug-in
communityTorus Creator
Problem:
Trying to create a pipe with a radiused corner is a real pain in the #$%. It seems as though you have to go through a thousand changes to create the radiused segment.

Suggestion for plug-in:
Create a plug-in for creating a torus. This would/could be similar to the prism plug-in that QuArK already has. It would make those sweeping corners for piping a breeze to create. You could create the base torus and delete the segments you don't need and bingo, a radiused corner.
For further elaboration please send a request to the QuArK forum.

Suggested by:
09/02/2000 - 'Jef'

Furthermore interested people:
09/05/2000 - Mark David Pittam
09/26/2000 - 'J Crossley'
11/20/2000 - 'Rambozo'
04/24/2001 - '{GT}TheGhost'
Notify the Webmaster if you are interested in seeing this plug-in

Under development by:
06/28/2002 - 'Jef'
Notify the Webmaster if you want to develop this plug-in
communityImport/Export of games special file-formats
Problem:
You've got all these utility-programs which import/export/convert one or a few file-formats like .WAD, .LMP, .SPR, .SP2 etc. for just that particular game or games.

Suggestion for plug-in:
Its more like multiple plug-ins. Give QuArK the ability to read almost every type of file-format of the games that it supports, and make it able to convert between the different formats (as much as possible).
For instance; import/export Quake-1/Half-Life GFX.WAD file, convert to/from Quake-1/Hexen-2 .LMP bitmap files, manage Quake-2/Heretic-2 .SP2 sprite files, edit Quake-1/Half-Life .DEM and Quake-2 .DM2 demo files (a tough one), convert textures from one game to another game, etc. etc.

For further elaboration please send a request to the QuArK forum.

Suggested by:
07/07/1999 - 'tiglari'
07/07/1999 - 'sgalbrai'
10/06/1999 - 'dobryakov'
01/20/2000 - Andy Vincent
07/08/2001 - 'rob voss'

Furthermore interested people:
None
Notify the Webmaster if you are interested in seeing this plug-in

Under development by:
Unknown
Notify the Webmaster if you want to develop this plug-in
communityExtract used textures from selected .BSPs
Problem:
"Wow, now that is a neat combination of textures." If just QuArK could generate a list of the textures that are used in these BSPs, so finding the right textures for your own map will be easier.

Suggestion for plug-in:
A plug-in or function which could be given a set of BSP-files (from any of the supported games), and extract just the textures that these maps uses, into a new folder in the texture-browser.
For further elaboration please send a request to the QuArK forum.

Suggested by:
06/26/1999 - Shryqe

Furthermore interested people:
07/04/1999 - Artemis
08/08/1999 - 'grob'
08/20/1999 - 'Raven'
08/24/1999 - 'BWR'
12/29/1999 - 'gokhan ozturk'
09/05/2000 - Mark David Pittam
12/03/2000 - Sansa buzoiana
12/10/2000 - Emilian Dobre
03/20/2001 - 'KNac007'
06/02/2001 - Marc-André Jargstorff
Notify the Webmaster if you are interested in seeing this plug-in

Under development by:
Unknown
Notify the Webmaster if you want to develop this plug-in
communityLight emitting textures in OpenGL-views
Problem:
Textures that emit light in the FPS-game, does not in QuArK's OpenGL views.

Suggestion for plug-in:
Extract from kell.hound's e-mail:
[...] do you plan to have the texture-lighting of halflife working in the opengl-view like the light-ents ? ( i.e. via a plugin that reads the lights.rad from the directory of the compile tools (=no unintended lighting after compile) and places "virtual" light-ents where a light-emitting-texture is used on a brush ( intensity could be dependent on the size of the area the texture is used on ) [but these light-ents should not be accessible from QuArK to prevent unclarities during editing] ) - that way you could use the existing light-preview code of the opengl-view !! [...]
For further elaboration please send a request to the QuArK forum.

Suggested by:
05/03/2000 - 'kell.hound'

Furthermore interested people:
07/15/2000 - Marauder
01/13/2001 - 'astouffer86'
Notify the Webmaster if you are interested in seeing this plug-in

Under development by:
Unknown
Notify the Webmaster if you want to develop this plug-in
communityEnlarge/shrink a single face
Problem:
I've got a cube (or any other convex shape, but in this example a cube is just fine), and want to create a 4-sided pyramid with a flat top, out of it. Normaly I would have to move each of the edges that touch the top-face, to get the wanted shape.

Suggestion for plug-in:
When a single face is selected, the Enlarge and Shrink buttons should only apply their changes to the face (which in reality is the adjacented faces), and not the whole poly.
For further elaboration please send a request to the QuArK forum.

Suggested by:
06/20/1999 - Decker

Furthermore interested people:
07/07/1999 - 'rawhide'
08/02/1999 - 'Big Dawg'
02/25/2000 - 'jadams4'
05/05/2000 - '-ED'
04/24/2001 - '{GT}TheGhost'
05/18/2002 - Remy van Noorden
Notify the Webmaster if you are interested in seeing this plug-in

Under development by:
Unknown
Notify the Webmaster if you want to develop this plug-in
communityFinishing the QuArK model-editor
Problem:
The QuArK 5.x model editor does not allow editing, and it does not support all model-files for the games.

Suggestion for plug-in:
Maybe this is would require Delphi programming as well as Python coding but it looks like the new QuArK 5.x model editor has a lot of potential (it is currently a working .MDL and .MD2 viewer.) Supporting any other game model formats (Hexen-2, Heretic-2, Half-Life, Sin), or adding even the most primitive editing features (scaling models, deleting parts of them, or moving and deleting frames) would be a big improvement.
For further elaboration please send a request to the QuArK forum.

Suggested by:
06/17/1999 - 'sgalbrai'

Furthermore interested people:
07/04/1999 - Artemis
07/29/1999 - Daniel Free
08/02/1999 - 'Big Dawg'
10/06/1999 - 'dobryakov'
10/07/1999 - Luke 'Hamster' Mcgaffin
10/22/1999 - 'DanilM1'
05/03/2000 - Scar
05/05/2000 - '-ED'
09/03/2000 - 'Toxic _'
03/24/2001 - Rainer Feller
04/17/2001 - Antti Tuppurainen
Notify the Webmaster if you are interested in seeing this plug-in

Under development by:
08/14/2007 - cdunde
Notify the Webmaster if you want to develop this plug-in
communityArches
Problem:
Arches can be annoying to create taking up time, architecture in general is. But there are common elements to make up a level and I think arches is an essential part.

Suggestion for plug-in:
Some sort of plugin (if this is possible) to create an arch where you can determine its width height, how hollow it is, etc. I know this sounds lazy :P but you wouldn't believe the amount of time I've spend making sure vertexes are aligned to not get errors :)
For further elaboration please send a request to the QuArK forum.

Suggested by:
05/14/2000 - GregD

Furthermore interested people:
08/02/2000 - Barry Allott

Implemented by:
Unknown

Arches Implemented in QuArK 6.1c

Create a cube, right-mouse-click on the cube's movement handle, and then in the context-menu choose 'Brush Curves -> Arch'.

communityPolygon
Problem:
Not a problem, more an idea, of a new object that can be used in map-building, especially for cave and terrain areas.

Suggestion for plug-in:
The way the 'polygon' (2D-shape) would work is you create an arbitrary convex polygon (perhaps you create it from selected point entities or perhaps from a brush face or perhaps you create a 'polygon' first then add vertices to it.) Then at compile time the convex polygon becomes a solid brush by being "extruded."
This plug-in would eliminate clutter in much the same way that negative polyhedrons do, but without some of the risks associated with csg operations, and it would be especially convenient for modeling complex geometry like caves and terrain.
(A simpler but almost just as good alternative to 'polygon' would be 'triangle' which would be less versatile but gauranteed to be a flat convex polygon no matter how you try to move the vertices.)
For further elaboration please send a request to the QuArK forum.

Suggested by:
08/05/1999 - 'sgalbrai'

Furthermore interested people:
08/08/1999 - 'grob'
02/17/2000 - Piotr Banasik
05/05/2000 - '-ED'
05/05/2000 - 'jjjh'
04/30/2001 - 'muffinator'
11/05/2001 - 'Will'

Implemented by:
Unknown
communityMerge brushes
Problem:
Say you got a lot of brushes that is touching each other. Instead of using the intersection-command where you have to enlarge one of the brushes, so it overlaps the others, a 'Make into one brush' command could be handy.

Suggestion for plug-in:
Merge brush! Takes two or more brushes and merges them into a single brush. As long as its convex of course.
For further elaboration please send a request to the QuArK forum.

Suggested by:
06/20/1999 - Paul Hildebrandt

Furthermore interested people:
07/03/1999 - Andy Pelzer
07/23/1999 - Yvan Dumont
07/29/1999 - Daniel Free
08/02/1999 - 'Big Dawg'
08/04/1999 - Pieter Oosterbroek
08/23/1999 - Tomáš 'Mazy' Černý
09/03/1999 - Niels van Groningen
10/06/1999 - 'dobryakov'
10/07/1999 - Luke "Hamster" Mcgaffin
12/03/1999 - 'DanilM12'
02/17/2000 - Piotr Banasik
05/05/2000 - '-ED'
05/05/2000 - 'jjjh'

Implemented by:
Unknown

Merge Brushes Implemented in QuArK 5.11 beta (or was it the QTA version?)

Tag a face (CTRL-T), then bring another brush's face to match that tagged face exactly, which should be merged together. Right-click on the brush to get the context-menu up. If the two brushes can be merged, the "Merge polys" menu-item will be active.

communityShow width/height/depth of selected poly(s)
Problem:
QuArK does not display the size (width/height/depth) of the selected poly(s).

Suggestion for plug-in:
Uhm. The problem says it all, doesn't it?
For further elaboration please send a request to the QuArK forum.

Suggested by:
06/20/1999 - Paul Hildebrandt

Furthermore interested people:
06/20/1999 - S. Blanning
07/10/1999 - G. Farnbauer
07/14/1999 - Kjell Ove Vuttudal
07/29/1999 - Daniel Free
08/11/1999 - Peter Lipman
02/17/2002 - Piotr Banasik

Implemented by:
Unknown

Show Width Height Depth Implemented in QuArK 6.00 beta-1

Select a brush (or more), and point the mouse-cursor to the center-movement handle of the selection. The width/height/depth will show in the bottom left hint-box.

communityEntity prefab 'editor'
Problem:
Creating new entity classes, with special specifics, requires hand editing of add-on .QRK files.

Suggestion for plug-in:
Something like the new entities system in QuArK 4.07 or a full-blown add-on editor similar to QUADE but within QuArK. May have to be coded in Delphi, due to limited QuArK functions available to Python.
For further elaboration please send a request to the QuArK forum.

Suggested by:
06/17/1999 - 'sgalbrai'

Furthermore interested people:
07/04/1999 - Artemis
07/29/1999 - Daniel Free
10/06/1999 - 'dobryakov'
12/04/1999 - Jon Adams
12/05/1999 - Yves Allaire

Implemented by:
Unknown

Entity Editor Implemented in QuArK 6.2

Open a .BSP file, and press the button to create an add-on with the entities found in the .BSP file.

communityUser-defined pivot point
Problem:
Transformations are generally centered around the center of a bounding box around your current selection. There is no way to specify a different origin for scaling and rotation transformations.

Suggestion for plug-in:
A system that lets the map designer define a pivot point for rotation and scaling, and linear transformation in general instead of the center of the bounding box. It should be possible to set a permanent (in other words saved in the .QKM or .QRK file containing the map) pivot point for each group.
For further elaboration please send a request to the QuArK forum.

Suggested by:
06/17/1999 - 'sgalbrai'

Furthermore interested people:
05/05/2000 - '-ED'
09/26/2000 - J Crossley

Implemented by:
Unknown
communityThree-point cut plane
Problem:
Cutting using the current cut-tool, only splits/cuts the polys in the current compass-selected view, looking into the screen. A way of cutting polys with a plane/face thats been defined by three points in space, would be helpfull in those cases where a complex split/cut have to be made.

Suggestion for plug-in:
Three point plane clipping works this way: You place three points in the 2D and/or 3D views, which together define a plane/face. The selected polys are then split/cut along that plane/face.
For further elaboration please send a request to the QuArK forum.

Suggested by:
06/15/1999 - Sebastian

Furthermore interested people:
06/18/1999 - J Crossley
05/05/2000 - '-ED'
09/05/2000 - Mark David Pittam

Implemented by:
Unknown
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