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Files
Updated 22 Feb 2022
Upper levels:
QuArK Information Base
1. Introduction to QuArK
1.3. Configuration and Options

 1.3.5. Files

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In QuArK, many different types of files can be loaded and saved. The most important are of course the maps themselves, but QuArK can also handle textures, models, archive files and more! Some of these files QuArK can understand natively; that means, without any external library or additional third-party software. Most pictures however are loaded through a set of libraries, and there are settings (like quality) in these libraries that can be set to produce exactly the kind of file you want. This section in the configuration lets you pick those settings.

Warning: Not all different formats or image types (like progressive JPG or compressed BMP files) are supported by all game engines. Be careful when changing those settings.

Note: If a particular file doesn't load or save correctly with one library, try another one! (If available)


 Index

  • - Textures (05 Apr 2018)
  • - DevIL (05 Apr 2018)
  • - BMP (05 Apr 2018)
  • - DDS (05 Apr 2018)
  • - DEF (05 Apr 2018)
  • - JPG (05 Apr 2018)
  • - MAP (05 Apr 2018)
  • - PCX (05 Apr 2018)
  • - PNG (05 Apr 2018)
  • - TGA (05 Apr 2018)
  • - VMT (05 Apr 2018)
  • - VTF (05 Apr 2018)
  • - WAD (22 Feb 2022)
  • - ZIP (05 Apr 2018)

 Textures

DanielPharos - 05 Apr 2018   [ Top ] 

Texture name check . Some textures store the filename in the file itself. Enabling this option will make QuArK compare the stored texture name with the real filename to see if they match. Disabling this check can compromise texture integrity.

Empty texture name is always valid . Enabling this option will make QuArK treat empty texture names as always correct when performing the above texture name check.

Unwrap texture coordinates . This option unwraps texture coordinates by removing multiples of texture width/height from the U,V texture coordinates. This allows .bsp compilers to merge texture-info structures, reducing the .bsp file size. Additionally, you can have more brushes before hitting the maximum number of texture-info's in a .bsp file, meaning you can make bigger maps. (Only affects "Classic Quake", "Quark etp" and "Valve 220" texture formats.


 DevIL

DanielPharos - 05 Apr 2018   [ Top ] 

The DevIL library has several global settings, that allow to change the way DevIL stores the images in memory.

Memory speed . Controls the memory used vs. speed tradeoff.

Compression . Specifies that compression should be used when storing textures in memory, if possible.


 BMP

DanielPharos - 05 Apr 2018   [ Top ] 

Select library for loading BMP files . Here you can select the library you want to use to load BMP files.

Select library for saving BMP files . Here you can select the library you want to use to save BMP files.

Advanced DevIL settings

These settings only apply to DevIL, so they only work when DevIL has been selected for the operation that is performed.

Save with RLE compression . When enabled, BMP files are saved with RLE compression. Warning: Not all games support this!

Advanced FreeImage settings

These settings only apply to FreeImage, so they only work when FreeImage has been selected for the operation that is performed.

Save with RLE compression . When enabled, BMP files are saved with RLE compression. Warning: Not all games support this!


 DDS

DanielPharos - 05 Apr 2018   [ Top ] 

Select library for loading DDS files . Here you can select the library you want to use to load DDS files.

Select library for saving DDS files . Here you can select the library you want to use to save DDS files. The NVDXT option uses DevIL to save the image as a TGA file, and then converts that file to a DDS using the NVDXT tool.

Advanced NVDXT settings

Format of exported non-alpha DDS textures . With this you can select a texture format in which textures without transparancy are saved.

Format of exported alpha DDS textures . With this you can select a texture format in which textures with transparancy are saved.

Quality of exported DDS textures . Here you can select the quality of the saved texture. The higher the better the quality, but also the larger the file and the longer saving (and loading the texture in-game) will take.

Advanced DevIL settings

Format of exported DDS textures . With this you can select a texture format in which textures are saved.


 DEF

DanielPharos - 05 Apr 2018   [ Top ] 

Automatically Interpret Help . Automatically try to interpret the help/description of the entities to try and find all the keys. (Only enable when using the DEF converter directly!)

Ignore unknown lines . Automatically ignore lines that cannot be interpreted.


 JPG

DanielPharos - 05 Apr 2018   [ Top ] 

Select library for loading JPG files . Here you can select the library you want to use to load JPG files.

Select library for saving JPG files . Here you can select the library you want to use to save JPG files.

Advanced DevIL settings

These settings only apply to DevIL, so they only work when DevIL has been selected for the operation that is performed.

Saving format . Here you can select the format of the saved texture. Warning: Not all formats are supported by all games!

Saving quality . Here you can select the quality of the saved texture. The higher the better the quality, but also the larger the file and the longer saving (and loading the texture in-game) will take.

Save Progressive . This will produce a progressive JPG file, which means the texture is saved in several steps, going from low quality to high quality. When loading, a low-quality texture is available to the game before the entire texture is loaded. Support for this may be limited; best to not use this option unless you're sure it works and you really need it.

Advanced FreeImage settings

These settings only apply to FreeImage, so they only work when FreeImage has been selected for the operation that is performed.

Loading quality . Here you can select the quality of the loaded texture. The higher the better the quality, but also the larger the loading will take.

Load CMYK . Load separated CMYK 'as is'.

Saving quality . Here you can select the quality of the saved texture. The higher the better the quality, but also the larger the file and the longer saving (and loading the texture in-game) will take.

Save Progressive . This will produce a progressive JPG file, which means the texture is saved in several steps, going from low quality to high quality. When loading, a low-quality texture is available to the game before the entire texture is loaded. Support for this may be limited; best to not use this option unless you're sure it works and you really need it.


 MAP

DanielPharos - 05 Apr 2018   [ Top ] 

Map version to use for Doom 3 . Doom 3 works with two different map versions. Map version 2 should be used.

Write comments in .map files . If disabled, no comment lines will be written.

Write floating-point coords . If disabled, only integer numbers will be written.

Use Integral Vertices as Threepoints .


 PCX

DanielPharos - 05 Apr 2018   [ Top ] 

Select library for loading PCX files . Here you can select the library you want to use to load PCX files.

Select library for saving PCX files . Here you can select the library you want to use to save PCX files.


 PNG

DanielPharos - 05 Apr 2018   [ Top ] 

Select library for loading PNG files . Here you can select the library you want to use to load PNG files.

Select library for saving PNG files . Here you can select the library you want to use to save PNG files.

Advanced DevIL settings

Save interlaced . Save the PNG texture as an interlaced image.


 TGA

DanielPharos - 05 Apr 2018   [ Top ] 

Select library for loading TGA files . Here you can select the library you want to use to load TGA files.

Select library for saving TGA files . Here you can select the library you want to use to save TGA files.

Advanced DevIL settings

Save with RLE compression . When enabled, BMP files are saved with RLE compression. Warning: Not all games support this!

Create Stamp . Create a postage stamp (thumbnail).


 VMT

DanielPharos - 05 Apr 2018   [ Top ] 

Advanced VTFLib settings

Parse mode . The parse mode used when reading in VMT files.


 VTF

DanielPharos - 05 Apr 2018   [ Top ] 

Select library for loading VTF files . Here you can select the library you want to use to load VTF files.

Select library for saving VTF files . Here you can select the library you want to use to save VTF files.

Advanced VTFLib settings

Format of exported non-alpha VTF textures . With this you can select a texture format in which textures without transparancy are saved.

Format of exported alpha VTF textures . With this you can select a texture format in which textures with transparancy are saved.

Version of exported VTF textures . With this you can select the VTF file version in which textures are to be saved. 7.2 is the most common/portable version.

Quality of DXT compression . The quality used for the DXT compression when saving a VTF file with a DXT compression. The higher the quality, the better the result, but the slow the saving will be, and the larger the resulting file will be.

Advanced DevIL settings

Format of exported non-alpha VTF textures . With this you can select a texture format in which textures without transparancy are saved.

Format of exported alpha VTF textures . With this you can select a texture format in which textures with transparancy are saved.


 WAD

DanielPharos - 22 Feb 2022   [ Top ] 

Workaround GFX . Quake 1's gfx.wad has broken lump types for "COLORMAP", "CONCHARS", and "PALETTE". This options enables a workaround to correct for this.


 ZIP

DanielPharos - 05 Apr 2018   [ Top ] 

Compression Level . Level of Compression to use (0 .. 9)

Size of compression buffer (KB) . Size of memory buffer to allocate when compressing files.

Memory usage of internal compression state . Level of memory usage when compressing (1 .. 9)



Copyright (c) 2022, GNU General Public License by The QuArK (Quake Army Knife) Community - https://quark.sourceforge.io/

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