Generic
Updated 05 Apr 2018
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Upper levels: - QuArK Information Base - 2. Map editing - 2.6. FAQs for each supported g... |
2.6.1. Generic |
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This section contains general problems, which spans several or all games, that is supported by QuArK. If you have any questions, problems or find solutions regarding this topic, please post them in the QuArK forum/mailing-list. |
Index |
.PAK files - Part I |
Decker / Armin Rigo - 05 Apr 2018 | [ Top ] |
Question: Answer:
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.PAK files - Part II |
Decker / Armin Rigo - 05 Apr 2018 | [ Top ] |
Question: Answer: Note however that your custom textures will not be stored in the .PAK file. QuArK doesn't try to determine which textures are custom and which ones are not. You will have to add them to the .PAK yourself, by editing the .PAK with QuArK, for example. The advantage of using a .PAK file is that you don't have to explain the map users all they must do with the files in your .ZIP. Once the .QRK file containing your map stores all necessary files, every time you press GO (menu Games), QuArK builds a brand new .PAK file, ready to be distributed. The file is called PAK0.PAK in the "TmpQuArK" directory under your Quake directory. To store files in a .QRK, follow these steps: Open the .QRK file, open the "New Files" toolbox from the Toolboxes menu, double-click on "Files for the game". Then come back to the .QRK and select your new "Files for the game". There is a "new folder" button that appears in the toolbar above. Click on it to make a new folder, and rename it (e.g. "sounds" for .WAV files). The files you put inside this folder will be found by Quake as if you had put them in a "sounds" directory on the disk. Usually, custom .WAV files should be put in a sub-directory of "sounds", e.g. "sounds/yourname/", and your map should refer to them as "yourname/filename.wav". In this case, you need a sub-folder in the "sounds" folder, called "yourname". To actually put files inside these folders, one possible way is to drop them from Windows' Explorer to QuArK. QuArK will ask you if you'd like the files to be actually copied inside the .QRK file (it will make the .QRK file bigger, but you don't need the original files any more), or just make links; in the latter case, the files should be put in the same directory as the .QRK file itself, or QuArK will not find them again later. Either way, it does not change the way QuArK writes the .PAK file. The files are always really included inside the .PAK. |
How to give my level a name |
Decker / Armin Rigo - 05 Apr 2018 | [ Top ] |
Question: Answer: message A Fab Map by XYZ |
Rotating brush-entity rotates wrongly |
Decker / Armin Rigo - 05 Apr 2018 | [ Top ] |
Question: Answer: So in the tree-view, it should look something like this: - func_door_rotating + ORIGIN // This cube have been renamed, to reflect that its an origin-brush + cube + cube You must study the FPS-game you are developing maps for, to see what method; face-flag or texture, that is used to create an origin-brush. Here is a quick rundown of the most common:
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Func_train entity |
- 05 Apr 2018 | [ Top ] |
Question: Answer: Now to know exactly where the func_train will go: Its lower-left corner is the point that follows the path_corners. |
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