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Paint Modes tool-palette
Updated 05 Apr 2018
Upper levels:
QuArK Information Base
1. Introduction to QuArK
1.5. Model-editor in QuArK
1.5.6. Tool-palettes

 1.5.6.6. Paint Modes tool-palette

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All of these paint functions apply to only textured views of the Model Editor and the Skin-view.


 Index


 Special Paint Functions Dialog

cdunde - 05 Apr 2018   [ Top ] 

Not functional at this time. Reserved for future use.

As the paint functions are developed this special dialog can be used to expand on any of those functions.


 Solid Color Paint

cdunde - 05 Apr 2018   [ Top ] 
This button allows Solid Color Painting of the selected model's component skin texture. To paint the texture press and hold the LMB and CMB together and drag the mouse cursor across the area to be painted. Selected meaning if there is more then one component of a model it will only paint that components skin texture without effecting any other component's texture.
It not only works in conjunction with the Color Picker , described in more detail below, as one method of setting the color of the paint brush but, with both active, it also effects the way different mouse buttons work.
One difference is the LMB, which normally, with a quick single click, will cause the component the cursor is over in a view to be selected. Now it will select the color that the cursor is over as the color setting for the Solid Color Paint brush.
It also works in conjunction with the Color Selector & Paint Settings which not only changes the color to paint with, but gives settings for the paint brush size and shape as well. It does not effect the normal mouse button functions.
The ability to perform other editing functions will also remain in effect, such as dragging vertex handles, selecting faces, zooming, panning, rotating and so on.

 Airbrush Paint

cdunde - 05 Apr 2018   [ Top ] 
Allows Multiple Color Painting of the selected model's skin texture.
Like the Solid Color Paint this also works in conjunction with the Color Picker , described in more detail below, as one method of setting the color of the paint brush and, with both active, it also effects the way different mouse buttons work.
One difference is the LMB, which normally, with a quick single click, will cause the component the cursor is over in a view to be selected. Now it will select the color that the cursor is over as the primary, top or start, color setting for the Airbrush Paint brush.
The other difference is the MMB, which normally, with a quick single click, will cause the view that the cursor is in to do an automatic zoom. Now it will select the color that the cursor is over as the second, lower or end, color setting for the Airbrush Paint brush.
It also works in conjunction with the Color Selector & Paint Settings which not only changes the color to paint with, but gives settings for the paint brush size, shape and available Airbrush effects as well. It does not effect the normal mouse button functions.
The ability to perform other editing functions will also remain in effect, such as dragging vertex handles, selecting faces, zooming, panning, rotating and so on.

 Pattern Paint

cdunde - 05 Apr 2018   [ Top ] 

Not functional at this time. Reserved for future use to allow Pattern Painting of the selected model's skin texture.


 Color Picker

cdunde - 05 Apr 2018   [ Top ] 

When active along with one of the paint tool brushes, such as the Solid Color Paint tool, you can pick a color to set the paint brush to use by clicking the LMB on a pixel in any of the editor's textured views or the Skin-view.

If the Airbrush Paint tool is active, doing a click on a pixel using your middle mouse button will set the second, or lower, color of the airbrush as well. A LMB click over a pixel in any of the editor's textured views or the Skin-view will set its primary, top or start, color setting.

Activated by itself, without one of the paint brush tools, will stop the LMB single click component selection function and the MMB auto zoom function. All other functions will remain in effect and active. Meaning you can edit and paint without having to change modes.

Also, the color that is picked comes directly from the skin texture and not the view itself, which avoids any possible view settings distortion of that color.


 Color Selector & Paint Settings

cdunde - 05 Apr 2018   [ Top ] 

This button opens the dialog to select colors manually from either a palette, if the model uses one, or the RGB color selector.

There are also various other settings for all of the paint brush tools.

Basically, all of the painting tools and functions are still very much in the development stages (which we could use assistance with).
Meaning, you may get some strange results at times so be sure to have a backup of your skin textures. Although, unless you save the model or texture, any painting changes will not be saved automatically. Still, it is a matter of good editing practice to get into. Now to cover the specific items of this dialog.

current skin : This will display what ever skin is currently selected and it will update itself if another skin should be selected.
reach through : Because a model may have other components on top or below your work area and other factors, using this function will allow you to reach through those laired faces and get to the ones you want to paint.

Solid: These are primarily the settings for the Solid Color Paint tool. However, they also apply to the Airbrush Paint tool. Palette color  and RGB color : If a model texture has a palette, such as Quake 2 models do, the Palette color will be active, if not then the RGB color will be active. Both are never active at the same time, the program makes the selection.

Brush Width  and Brush Shape : These are the settings for the Solid Color Paint tool only with a preset list for its shapes.

Airbrush: These are settings strictly for the Airbrush Paint tool appling to its secondary color, its primary color is above.
Palette color  and RGB color : If a model texture has a palette, such as Quake 2 models do, the Palette color will be active, if not then the RGB color will be active. Both are never active at the same time, the program makes the selection.

Spray Width  and Spray Shape : These are the settings for the Airbrush Paint tool only with a preset list for its shapes.

Spray Style  and Opacity % : At this point Spray Style is purely experimental which can result in some rather unpredictable results, use this with caution. The test settings are Spray Width at an even value number, Spray Shape set to RECTANGLE, Opacity % set to a low numeric value (10 or less) and with the painting being done in the Skin-view.

Opacity % : This is very useful in spreading a color blend between the primary (start) and secondary (end) color spread.

The QuArK Development Team is very interested in the assistance of others either in the way of pixel color formulas, methods and\or coding to further enhance and improve these functions. If you feel you can contribute please contact us.


 Skin-view Painting

cdunde - 05 Apr 2018   [ Top ] 
Painting in the Skin-view works a little bit differently then in one of the editor's textured views.
In one of the editor's views if you go outside of the models mesh area it will simply stop painting the texture. However, in the Skin-view this is not the case because this view gives you the tiled effect of the texture and will therefore continue to paint in that tiled section.
You will also notice that what ever is painted in one tile is duplicated in all of the other tiles until infinity. This is the way texturing is really suppose to work but most other editor's do not display these tiles, which can be quite an asset when you want to duplicate a section without having to lay one part of the model's mesh over another and another and another making it very cumbersome, if not impossible, to relocate or paint those duplicated areas.
You will also notice that when painting in the Skin-view the speed at which the texture is painted is much faster then painting in one of the editor's views. Yet, what ever you paint in the Skin-view will also appear in the editor's view and visa-versa.
This in its self is another nice feature in that you can jump back and forth from the editor and the Skin-view as you are working. It is especially fast if you are working with two monitors on your system, if not, it works just as well having the Skin-view pulled to one side which will remain on top of the editor and not constantly get lost behind it.
Another difference between the Skin-view and the editor's views, especially in OpenGL mode, is that it gives only a pixel by pixel image to work with. Meaning that it will not be distorted or appear fuzzy, blend the pixels together, in any way.
Again, this is an added feature that allows you to pretty much see how the painting of that texture will be effected when it is used in the game itself.
Other then those few variations, everything else works pretty much the same.
One vital point to remember is that when painting in the editor's views you always have the option to make one, or more, of its 2D views a Textured view which will give you an additional perspective to work from.

 Saving a Skin Texture

cdunde - 05 Apr 2018   [ Top ] 
Saving an individual skin texture at any time takes three simple steps.
First step: open the Texture Browser and, from the Used Skin Textures group, select the texture that you want to save.
With your cursor over that texture do a RMB click to bring up a menu and select Properties...
Second step: The Object properties window to the left here will open up with the current image type already selected.
Now selected Save as...
Third step: This will lead you to the saving of the texture file using the Save file as... window that appears on the right here.
Select the location where you want to save the texture, rename it if you want and click Save.

Of course, when you save the entire model using one of the Main menu's File items, any and all painted textures will also be saved with that model.



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

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