Saturday, October 31, 2015

I have figure out how to use sun in maps (tutorial will follow)

The lights from the balcony are cast and work in conjunction with this morning sun light setting.

I have figure out how to use the sun in the maps. The below link doesen't told you that if you have arghrad.exe in your Quark folder of choice, you must keep the letters and numbers you put in Quark, in worldspawn, from gddqrad3.exe, too. Of course you are using arghrad.exe and not the older version, gddqrad3.exe. arghrad.exe doesen't run by itself, runs when you use "GO !" in Quark editor.

I will make a tutorial on how to do it and what i modified in Quark, besides the difference panjoo did there. Thank you Sir Phil Mirrory, Toa of Mirrors, for telling me that i forgot to put the below links :

The sun

The sun part 2

Wednesday, October 28, 2015

I'm in pixel art work for DoD from now

"The above bottle was found in a wizard quarters. She didn't like its taste and the people didn't find his body either. I will have to find out what people think of this, as this fascinate me."

Thief jurnal, found by the militia on his backpack. The thief demanded that should be release from prison early, because he is a poet. The judge said that writing a jurnal is not enough.

I'm rather new to pixel art, but try nevertheless.

Monday, October 26, 2015

Polls added

Polls added on the right.

Updated Dawn of Darkness issues

Remember, if it is not working something for you, read about it there ! If you use other patches, read their readme carefully.

Sunday, October 25, 2015

My ideas for Quark editor

1. Start Quark in window mode, this helps when someone opens two instances of Quark with two maps to be tested visually.
2. Hover over the prefab list to see a thumnail of your prefab.
3. Mouse scroll in the tree-view, under worldspawn.
4. Independent mouse movement (and zooming) in the 4 layout windows. In this case i could be wrong and it can be edited somewhere.
5. Going to the Options tab - Configuration... - Map - Bulding, and changing Default brush-entity size to a any value does not work. If i hover over the newly created cube in a layout wireframe window it shows w: 128 d: 128 h: 128 different of the size i put as default as above.
6. To have two butons: Inflate and Deflate, and not one, because going to the CFG (Change this toolbar settings) button takes time.
7. To put from A to Z, items from "New map items" when pressing "insert".
8. Adding a text box, where you can use it as a notepad, within Quark.
9. Adding a mouse scroll in "Texture Browser" and on the texture list on the right.
10. Adding a word to "Import files" - "Import (copy) files or "Make file links", as it not explaining best within Quark, what are different from each other.
11. Better tutorial for terrain maker.
12. Adding a search function upon pressing entity list in a .bsp file.
13. When making a brush, it keeps deselecting when i press "Cut faces...".
14. The "New map items..." window doesen't preserve its modified width, when its opened again.
15. Quark translated in another language ?
16. Quark sometimes hides its new texture addon folder, its shows it again after closing first Quake 2 "used textures" list. Can "used textures" be removed or disabled by default ?
17. Adding description for prefabs. When clicking insert you see description for others (description can be added by opening .qrk file with Quark, but not for prefabs).
18. To put from A to Z, prefabs from "New map items" when pressing "insert".
19. "You have copied a large amount of data to the clipboard. Do you want to keep this data in the clipboard now ?" Can a better connection of clipboard with Quark be made ? Shortening this message or not showing it by choice may be better.
20. When modify a addon .qrk file, "Cannot write into file bla bla.qrk, because it is currently opened in another window. Save your work in another file." message appears. What window ? Save doesn't work, only save as.
21. Add snap to grid icon in Quark.
22. When you shrink a poly, it should snap to grid by choice.
23. Add icons in Quark for external shape, terrain and other programs.
24.  Maybe a more descriptive and/or arranged Quark icons.

Quark ideas

Saturday, October 24, 2015

The interview with Ben from BSP editor is coming

I have sent some questions to Ben from BSP editor site. Yahoo mail sometimes doesn't anounce the email as "sent". Same happened with Anssi question, buty they got there. Hope for Ben too, because after i sent them, i delete the questions from my computer.

Working to modify the blog upper black on brown text

I'm try to do a shade effect. If doesen't work, the white still remains.

Wednesday, October 21, 2015

Thank you moddb !

After almost one month on the front page, now is over. Thank you moddb :)
we made it on front page on moddb

Sunday, October 18, 2015

I'm planing to visualy present items and npc from DoD

EricBoyceU from moddb is already making a DoD explanation about how the dialog is made in game, how you pick up items, and how to use the books in game, regardless if you know this already or not, he explains well, being a fantasy writer.

I already post the item description and more in the below link, in the archive :
Examples from the archive :
item_book1 - book
ammo_ebolts - crossbow exploding bolt 
object_chest1 Chest (8 skins, posible the maximum that a model could have)

I will do some screenshots of the npc and monsters and present them by name and maybe naming what they wear, the items and the weapons they carry, making a comparison with real life.

Saturday, October 17, 2015

How to use Quark in conjunction with your pak file browser

The textures you make goes in a pak file, Quark only makes a texture folder in the roarke folder for editor purposes. The game uses only the pak file with the textures inside it, not the texture folder that apears because of Quark done this in the roarke folder.

For new textures :
Below you see a "cloth" tab in Quark with new textures. "Cloth" folder must be in pak also, that the texture must work.

Window texture by Spiral Graphics :

Sunday, October 11, 2015

How to convert .mrg to .map files

A .mrg file is a sort of a .map file, but opened with BSP editor. Just rename .mrg to .map and thus you can open the file with the Quark editor.


Saturday, October 10, 2015

Industrial fantasy prefabs for Dawn of Darkness are coming

quake2 001

I'm making industrial fantasy prefabs for Dawn of Darkness. They can be used for Quake 2 too.

Friday, October 9, 2015

Dawn of Darkness multiplayer


We decided to restore the majority of the functionality for Dawn of Darkness multiplayer, deathmatch and coop.

dawn of darkness multiplayer

 Put the files from Moddb in the roarke folder. Also, the pak4.pak file included in this archive must be renamed to another higher number if you have another .pak file with the same name.

 Also do not forget to download: Dawn of Darkness working player sounds v. 1 and Dawn of Darkness working player sounds v. 2, at Moddb site in the link at the end of this document, to hear proper player sounds.

Rename autoexec file to something else, when you want to work with Quark editor to make your own multiplayer maps or you will not see the models in Quark 3d view, because Quark will recognise the map as a single player. Rename it back to "autoexec", when you want to play online.
Quark editor will make a maps folder with .bsp and .map files in your Dawn of Darkness folder, that he will use when you work with the editor. This is for Quark purpurses only ! The maps you make can be moved to your .pak file, in a maps folder, after that. This has been done for you, with the multiplayer deathmatch test map included in the .pak file.

Modify the .lst file too with a text editor and add other levels (in the file garthdm is the .bsp file name and "The Garth of the Disquiet" is the next map name that will appear on the server multiplayer list) :
You to can put maps in the .pak file with pakscape or Qped 2 programs, which opens .pak files.

If you open the .bsp file on the first window, at the list, remove ; worldspawn, so only { remains in the first line, or the game will not run your map. Then hit save and save all, and of course do not delete the other text lines, except if you want to remove a item for example.
If you want more options for Quake 2, like various graphics settings, and higher resolution, update to Quake II v3.24 unofficial patch.

In the quark editor only use the info_player_deathmatch for deathmach and coop, because info_player_coop does not have a spawn function.

In single player and cooperation you "activate" different weapons and armor, but ammo and majority of the items you manually pick them up (hit spacebar for example to pick them up).
In deathmatch you walk over them to pick them up automaticaly and you use them instantly, when health is low for example.
If in single player, cooperation and deathmatch you encounter a chest, "activate" it and get the items from it for a later use. In deathmatch, if they are 2 items of the same type in a chest, you will take all.
Blur (invisibility) doesen't work in deathmatch. Is like a supernatural thing trows a thin water on you. Works only in single player and cooperation against AI.
The inventory (I press Tab in my case) works only in single and coop.
The prev and next item works in all cases.

The items, monsters and different and many tutorials and explanations are found on moddb, in Dawn of Darkness.qrk Read me file, along with the file "Dawn of Darkness.qrk" file, needed if you want to make a single player, coop or deathmatch map with Quark editor 6.6 beta 5 or a later version.
GarthDM map was modified by adding lights, items, ammo and weapons, etc.

Done :
Made a autoexec.cfg.
Made a map.lst, in which you can add your own map names. Be sure that you always leave a blank line on the end of this file, or Quake 2 will crash when you want to make a server.
Added proper players folder in the mod, so that you can now see in multiplayer, the player model.
Added in multiplayer player setup the player with his sword in his hand.
Changed the scoreboard tag.
Added "tallbush1.pcx", "tree2.pcx" files from an old Dawn of Darkness demo, in "pak3.pak". This plant skins are for a summer season, when all is greener.
Added "hrdrk074.wal" and "day_... .pcx" files, in "pak3.pak". This files ("hrdrk074.wal" and "day_... .pcx") are made by Alex Kazhdan (see GarthDM readme). Now you have day, not only night for Dawn of Darkness maps.
For now, the scoreboard is registering only the deaths (in deathmatch, the time limit works).
Tested different automatic and manual item, weapon and armor pickups.
Tested coop with npc and monsters.
Added player logo for scoreboard.
Edited the The Garth of the Disquiet level (garthdm .bsp file).
Removed blunderbuss crosshair so it is not that easy in multiplayer.
Added a second twin skin for the male model, from Ben Glover release, so now you have two different armor skins good for deatmatch.
Made a second player potrait out of the first one.
Added a story for the coop mode in the The Garth of the Disquiet level.

Not done :
Scoreboard registering frags.
No player name on scoreboard.
More than two skins for male model.
Female model with the coresponding skins.

File uploaded : Dawn of darkness multiplayer.rar
Level info :
Cooperative : Yes, it is capable of monsters, quests from npc and stories.
Deatmatch : Yes, but with no score yet.
Difficulty setting : No.
New textures : Yes, from Alex Kazhdan (sky and textures).
Editor used:
QuArk editor 6.6 beta 5, but you can use the latest vesion.
PC used to compile, test and play : Intel Pentium 3.30 Ghz Dual Core with 8 gb memory.
Credits go to:
id Software : For Quake 2
Alex Kazhdan : For the textures and the sky.
Anssi Hyytiäinen : Author of the original The Garth of the Disquiet level (garthdm .bsp file).

You are free to edit and add to this level.
Ask permission from Alex Kazhdan if you want to use his textures for another project.

How to convert a .bru file to a .map file, to be used by Quark and BSP editors

I was trying to open a .bru file and import its contents to a .map file :
trying to open bru file made by bsp

I succeded by emailing Ben from bsp quake editor site, which helped me to figure out and resolve this problem. BSP editor is a older than Quark editor. No entities will be saved when you open the modified .map file with Quark or BSP (see below).

I told him :
With BSP editor i can import a .bru file in a .map file and
 save it again as a .map. But than, BSP and Quark cannot open
 it, and the older version Line 5 and it it is saying that is
 a Quake map, but it is not Quake Anssi was working, but was
 making prefabs as a .bru files. for Quake 2.
He told me :

 Ok, I can see the
 problem when I open your prefab brushes. "Line 15 is
 incomplete" when compiling but that is because the map
 isn't loading into BSP correctly. I have to go to bed
 now, but I will take a look tomorrow and see what I can do
 to fix it.
 Here's one thing you can try as a
 workaround.Make a copy of the .bru file and
 rename it to .map. Then edit the new .map file in notepad.
 At the very beginning of the file, add a single { character
 on a new line, and at the very end add a new line with a
 single } character. This should change the .bru into a valid
 quake map file that you can load in bsp or
 As an example, the start of the map file after
 you edit it should look like this, with two {
 "1"( 585 1698 483 ) ( 585 1698 481 ) (
 585 1904 467 ) main/sftrp006 -145 -159 355 -1.000480
 1.000480 134217728 0 0( 585 1698 481 ) ( 585 1698
 483 ) ( 587 1698 485 ) main/sftrp006 193 37 0 1.000000
 1.000000 134217728 0 0( 591 1698 483 ) ( 591 1902
 469 ) ( 591 1902 467 ) main/sftrp006 -27 88 3 1.096986
 0.996986 134217728 0 0( 585 1904 465 ) ( 585 1904
 471 ) ( 578 1904 471 ) main/sftrp006 191 22 0 0.999994
 0.999994 134217728 0 0( 587 1698 485 ) ( 587 1902
 471 ) ( 589 1902 471 ) main/sftrp006 -162 -91 359 -0.999999
 0.999999 134217728 0 0( 589 1698 479 ) ( 589 1902
 465 ) ( 587 1902 465 ) main/sftrp006 192 -91 0 0.999999
 0.999999 134217728 0 0( 589 1698 485 ) ( 589 1902
 471 ) ( 591 1902 469 ) main/sftrp006 -189 -90 0 -0.999999
 0.999999 134217728 0 0( 585 1698 483 ) ( 585 1902
 469 ) ( 587 1902 471 ) main/sftrp006 -140 -87 0 -1.000000
 1.000000 134217728 0 0( 591 1698 481 ) ( 591 1902
 467 ) ( 589 1902 465 ) main/sftrp006 188 -125 0 1.000000
 1.000000 134217728 0 0( 587 1698 479 ) ( 587 1902
 465 ) ( 585 1902 467 ) main/sftrp006 188 -123 0 1.000001
 1.000001 134217728 0 0( 592 1984 465 ) ( 584 1984
 465 ) ( 584 1904 465 ) main/sftrp006 78 222 355 -1.000480
 1.000480 134217728 0
 the very end will look like this...
 ( 658 1733 482 ) ( 658 1711 558 ) ( 662 1711
 558 ) main/sftwd010 447 7 205 1.001703 1.001703 134217728 0
 0( 580 1754 414 ) ( 580 1760 394 ) ( 668 1760 394
 ) main/sftwd010 346 -284 334 1.000741 1.000741 134217728 0

A .bru file is a prefab that you make in this editor, made with poly parts. A cube for example can simply be a crate.

I used BSP95c, but you can use the last version of the program, to edit Quake or Quake 2. I found it good next to Quark.

I figured that, after i renamed the extension .bru to .map with winrar, i added the next lines, (in red) with notepad:

"classname"    "worldspawn"

//"0002" "0"
( -600 -252 280 ) ( -600 -280 280 ) ( -600 -280 272 ) metal/hrdpl030 0 0 0 1.000000 1.000000 134217728 0 0
( -568 -256 280 ) ( -600 -256 280 ) ( -600 -256 272 ) metal/hrdpl030 0 0 0 1.000000 1.000000 134217728 0 0
( -568 -280 280 ) ( -568 -252 280 ) ( -568 -252 272 ) metal/hrdpl030 0 0 0 1.000000 1.000000 134217728 0 0
( -600 -280 280 ) ( -568 -280 280 ) ( -568 -280 272 ) metal/hrdpl030 0 0 0 1.000000 1.000000 134217728 0 0
( -600 -280 276 ) ( -600 -252 276 ) ( -568 -252 276 ) metal/hrdpl030 0 0 0 1.000000 1.000000 134217728 0 0
( -568 -252 272 ) ( -600 -252 272 ) ( -600 -280 272 ) metal/hrdpl030 0 0 0 1.000000 1.000000 134217728 0 0

BSP editor

Quark opened .map file, after i added the lines above

Prefab made by Anssi Hyytiäinen
BSP editor can open a .map file made with Quark, after you add the above lines i mentioned, trough notepad. A .bru file can be saved and loaded in a .map file with the BSP editor. BSP editor can make a .map file from scratch too.