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QuArK FAQ
Updated 21 Aug 2003
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1. Introduction to QuArK

 1.1. QuArK FAQ

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 What IS Quake Army Knife?

Gryphon, tiglari - 30 Apr 2002   [ Top ] 

Quake Army Knife (QuArK) is a multi-purpose tool for the games using engines similar to or based on the Quake engine by id software. QuArK has the ability to directly edit maps, and to a limited extent, models, and can import, export and convert sounds, textures and various other game assets. It is also able to modify .pak and .pk3 files, as well as importing compiled BSP's in order to study the entities as well as add/change/delete entities from these files. No other game editing tool available has the ability to do all of these things.

QuArK is completely different from the desktop publishing program Quark.


 Who is Armin Rigo?

Gryphon, tiglari - 30 Apr 2002   [ Top ] 

QuArK was programmed by Armin Rigo while he was a mathematics student in Lausanne Switzerland. Armin had been programming Quake related utilities since Quake's release, and was the first one to release a program (DEACC) for de-compiling Quake scripts in order to study their structure. He later produced a map editor called QuakeMap, which was then combined with DEACC and other tools to become QuArK. Armin has moved on from game-related programming and is now no longer involved in QuArK or any other game-related activities.


 Why is this program called Quake Army Knife or QuArK?

Gryphon - 15 Feb 2001   [ Top ] 

QuArK is an acronym of sorts for QUake ARmy Knife. For more information see 'What is the history of QuArK?' below.


 What is the history of QuArK?

Gryphon, tiglari - 30 Apr 2002   [ Top ] 

QuArK was originally called QuakeMap, and was a map-only editor for Quake. QuakeMap broke with the "traditional" 3-view (xy, xz, yz) interface and opted to go for a much simpler to understand interface that showed just a "side" and "top" view, with a "compass" that rotated your level through 360 degrees, making the third "view" unnecessary. This opened up much of the screen real estate, and by incorporating a small uncluttered toolbar on the left hand side, along with extensive right-click functionality, this enabled new users to quickly and easily learn the interface enough to put their efforts into their creations, and not into learning the editor and it's complicated arrays of views and tool buttons.

As Armin expanded the program, it progressed to the point where Quake"map" was no longer representative of its scope. The name was changed to Quake Army Knife (QuArK for short) which better signified it's "all-in-one" abilities.

QuArK expanded to integrate all of it's various editors and abilities into a single interface called the QuArK Explorer that allows you to control most game assets and to seamlessly integrate any and all of these items into a single QuArK file with the extension ".QRK". Items can be added, removed, and changed at will, and this means that your past projects can be included in your future projects, simply by "linking" to the .QRK file that contains them. All of your current items are shown in the Explorer, and managing the items is a simple as clicking on an entry.

As Armin approached the end of his undergraduate work, he foresaw that he would no longer have the time to continue QuArK development, and released the source code under the GPL, and begin to help various enthusiasts to begin to learn to maintain and extend it.

It is now maintained at SourceForge as the project QuArK, and has expanded its scope from just Quake to 15 different games at time of writing (maybe more by the time you are reading this).


 Who uses QuArK?

Gryphon, tiglari - 30 Apr 2002   [ Top ] 

Any and everyone who wants to create cool TC, or edit resources for their favorite game. QuArK has become an all-around flexible tool for helping development for any game or development project.


 How is QuArK different from other map editors?

tiglari (total replacement of Gryphon's original) - 30 Apr 2002   [ Top ] 

One difference between QuArK and many other editors is a consistent emphasis on an easy-to-use and intuitive interface, with extensive flyover hints and other forms of in-program documentation. No need to remember 50 combinations of hot keys to produce a map. Initial configuration is simply a matter of filling in fields indicating where the games you're editing and their compiling tools are located, and when you start the map editor for the first time, you're presented with a basic map than you can run by hitting the 'GO' button.

There has also been extensive development of tools such as 'duplicators' and 'shape builders' to help in creating complex patterns such as stairs, arches and other sophisticated architecture. If you know you need a row of pillars but can't make up your mind about what texture to use on them, you can use a duplicator, and changing the texture on the original will automatically update the copies.

A final difference is that QuArK is as far as we know the only GPL (Gnu Public License) game editor that is being actively developed, and is easy to extend to accomodate a wide range of different games. The GPL means, among other things, that the QuArK developers can't impose any restrictions at all on what you do with it, unlike editors supported by games companies, which can't be used for games produced by other companies. So if you are an aspiring game-developer you can adapt QuArK for your own project, without having to reveal editor source until you release the editing tools for your game (actually you don't even have to do that, though we would certainly hope that you would).


 How does QuArK stack up to other map editors?

Gryphon, tiglari - 30 Apr 2002   [ Top ] 

QuArK handles more different kinds of resources with less fuss than any other editing tool, but the question of which editor is 'best' is not one we care to get into. The best editor for you is the one you can get your projects completed with.


 Why doesn't QuArK have this really cool feature?

tiglari - 08 Jun 2002   [ Top ] 

Very likely some combination of laziness, stupidity, or pressure; or perhaps nobody has asked for it. So if you think it would be cool, ask for it. If nothing happens after six months or so, bring it up again; QuArK was developed by a different person then the present maintainers, and we are gradually learning how to do more thing with it.


 When will QuArK to support my favorite game?

tiglari - 21 Aug 2003   [ Top ] 

That depends. If the game is a Quake 1/2/3 engine game, it might happen pretty quickly if you ask. If it's a non-Quake engine 'corridor shooter' (Unreal, Serious Sam, Max Payne), it would depend on how much of the work you are able and willing to do. It's fair to say that the QuArK coders do not have time to fossick around in forums and web sites collecting technical specifications and map format information, so if you can do that and present a nice package, that would improve the chances (there's also the issue of whether the game developers themselves impose restrictions on editing their content).

If it's a landscape-based game such as Giants, the answer is probably no (nullpointer at http://www.planetcitizenkabuto.com is planning to extend his GiantsEdit to cover more games of that nature).

If you're interested in extending QuArK to deal with a new kind of game, post on the quark-python forum at Yahoo! Groups.


 Do I need a Python distribution installed to run QuArK?

Peter Brett - 20 Jul 2003   [ Top ] 

If you're using a Windows binary snapshot or distribution of QuArK more recent than the beginning of June 2003, QuArK comes with the Python interpreter and all the libraries you need included.

If you're compiling from source, you have the option to compile for a version of Python you have installed on your system. Please see 'Python Interpreters & Versions' for more information.



GNU General Public License by The QuArK (Quake Army Knife) Community - http://www.planetquake.com/quark

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