home *** CD-ROM | disk | FTP | other *** search
-
- *** Quake Army Knife ***
-
-
- This is a level/patch/etc editor for Quake, the game by ID Software;
- for Hexen II, by Raven Software; and for Quake 2, by ID Software. This
- file is an introduction to Quake Army Knife. Please have a look at it if
- you don't know it. Note that Quake Army Knife is based on QuakeMap.
-
- A good introduction to Quake Army Knife's features, with screen shots and
- all that kind of things, as well as infos on the latest Quake Army Knife
- updates and other Quake Army Knife odd-ons is available at Derrick's Home
- Page, as well as on-line documentation :
-
- http://www.planetquake.com/quark
-
- Quake Army Knife ("QuArK" for short) is centralized on a proprietary file
- format, with extension ".qme". Although you may use it as a standard ".map"
- editor, I recommend using the ".qme" file format, because it can store a
- lot of things more than just a map.
-
- You can store several maps, code patches (written in QuakeC), files like new
- sounds or new models for Quake, and more, in a single .qme file. When you run
- QuArK, the window you see is the "QuArK Explorer", which allows you to
- edit such .qme files. See the introduction below and instructions in file
- EXPLORER.TXT. When you open a map, either a standard .map file or a map
- included in a .qme file, a new window pops up : the "QuArK Editor", a 3D
- level editor. See EDITOR.TXT for a detailed description of the editor.
-
- QuArK also has a Model editor. No documentation is available about it at the
- time I wrote this.
-
-
- *** Requirements ***
-
- Target Quake version : from 0.91 to 1.06 REGISTERED ; QuakeWorld. It may
- work with other versions, at least partially, but it has not been tested
- with these.
-
- The QBSP, VIS and LIGHT utilities from id Software are required to
- "nodebuild" maps, i.e. to prepare them in order to play to Quake in them.
-
- Using a more recent version of QBSP than id's first one is recommended.
- Try out the one recommended in file FAQ.TXT, for example.
-
- Estimated Hardware/Software Requirements:
- - 486DX2/66 or better processor.
- - 16mb RAM
- - 1mb Hard Drive Space for QuArK
- - Windows 95
- - Registered version of Quake
- These are estimates based on limited testing.
-
-
- *** Installation ***
-
- Just unzip all the files in whatever directory you want. I recommend creating a
- new directory, named for example "QuArK", and unzipping the archive there.
- You will be asked when required where Quake is. You don't have to put QBsp, Vis
- and Light in the same directory as QuArK; if they are elsewhere, QuArK will
- ask you where.
-
- When QuArK needs to run Quake, it sometimes create a lot of files
- (.map and .bsp files, progs.dat, quake.rc, .cfg files, etc). That is why it
- creates a temporary temporary directory structure under your Quake directory,
- named "QMapExec\". Files are extracted at their correct location under this
- directory : for example, maps are extracted in "QMapExec\maps\", sounds in
- "QMapExec\sounds\", etc. When it launches Quake, QuArK uses a "-game QMapExec"
- command-line parameter to tell Quake to use these files.
-
- WARNING: consider this QMapExec directory and all its sub-dirs as TEMPORARY !
- Never save your work under it. Do not put QuArK itself in it. QuArK may
- erase the whole directory and its sub-dirs at any time ! It does so, for example,
- when you click on the "GO!" button that tells it to extract all entries and run
- Quake. A misadventure happened to someone how had all his work erased this way.
- Since then, I have coded securities in QuArK to prevent it from erasing
- something else than its temporary directory, and to prevent you from saving files
- in this directory.
-
-
- *** QuArK Explorer ***
-
- QuakeMap 2.0 - QuArK is based on QuakeMap 3.beta4 -
- had numerous changes. One of the most significant
- is the new file format, .qme, which is the format used by QuArK
- Explorer. The advantage of this format is that it allows
- you to save many different types of data in one file. In
- addition to holding the .map file, a .qme file can contain the
- text description file, Quake C patches and even .bsp's with
- textures removed. In this way, QuArK can also be used as
- a front-end to Quake, managing multiple patches for you.
- Keep in mind, if you wish to distribute your files this way, the
- user HAS to use QuArK to run it. However, A DOS run-time
- version of QuArK is available (30kb), which make it easier to
- distribute files in this format. All you have to distribute with
- your .qme files is a URL at which users may download this small
- add-one. And these 30kb are well worth the possibilities of
- QuArK ! Even if your .qme contains a single compiled .bsp, the
- 30kb to download will be smaller than the kb won by the absence
- of textures in the .qme.
-
- Let's take a closer look at the possibilities of the .qme format.
- It allows us to associate QuakeC patches with particular levels.
- With this, we are able to build level-specific programs, like we
- did in Hexen. For example, we could do something like Hexen's
- first level, where there are walls that make a half turn, fire a
- few fireballs on you, and then rotate back in place. This could
- be done in a standard QuakeC patch, but associating this patch
- with the level make it far easier to use, and prevent oneself from
- playing the level without the patch or vice-versa.
-
- It also provides a consistent way of assigning actions with new
- keys - you know, "impulse" commands. You'll be shown a list of
- new actions the installed patches provides, and you'll have to
- choose a key for each of them. QuArK will then automatically
- remap impulse numbers as needed (useful for several patches from
- serveral sources) and write the "autoexec.cfg" to bind them with
- the keys you have choosen.
-
-
- *** SHAREWARE ***
-
- QuArK is Shareware.
-
- Please see file REGISTER.TXT.
-
-
- ***
-
- Any comment, suggestion or bug report is welcome.
-
- Thanks: to Derrick McKay for his QuArK Home Page and for all his comments and helps
- (http://www.planetquake.com/quark)
- to Mike Melzer for writing and updating a large part of the documentation;
- to Steve ("sturm") for having provided the previous home page for QuakeMap;
- to Christophe Weibel for having organized textures into groups;
- to everybody who wrote me comments and bug reports;
- and of course to id Software for Quake !
-
- As usually, I won't assume any responsability for whatever might occur by
- using my program, either directly or indirectly. No warraties !
-
-
- *** Legal stuff ***
-
- You may distribute this program on any support, as far as you don't make anybody
- pay for it. You may charge shipping and handling costs on users, but not more.
- You may by *no* mean make profit from solding, leasing, or anything else with
- this program. You may, however, do whatever you like with whatever you made with
- this program. The author reserves the right to forbid at any time a web site or
- person to distribute this program, and to remove some web site or person all the
- rights mentioned above.
-
- id Softare does NOT support this program at all. The author of QuArK is by
- no way related to id Software. DO NOT ask id Software anything about QuArK.
-
- "QuArK" is a unofficial short name for "Quake Army Knife" and is by no way
- related to "Quark, Inc.".
-
- Quake is (TM) (C) by id Software, Inc. All rights reserved.
- The Quake logo is (C) by id Software.
-
-
- Armin Rigo. (arigo@alphanet.ch)
- (no file attachments nor mailing lists at this address !!!)
-