Quake Army Knife

Last updated
Quake Army Knife
Developer(s) QuArK Development Team
Stable release
6.3 / 15 January 2003;21 years ago (2003-01-15)
Preview release
6.6.0 Beta 7 / 2 May 2021;2 years ago (2021-05-02)
Repository sourceforge.net/p/quark/code/HEAD/tree/
Written in Delphi and Python
Operating system Microsoft Windows
Available inEnglish
Type Level design tool
License GPL [1]
Website quark.sourceforge.io

Quake Army Knife (aka QuArK), is a free and open-source program for developing 3D assets for a large variety of first-person shooters, [2] such as video games using the Quake engine by id Software or the Torque engine. [3] [4] [5] [6] [7]

Contents

Overview

QuArK is released under the GNU General Public License [1] and has the ability to edit maps (either directly or through an intermediate compiler process), and can import, export, manipulate and convert models, sounds, textures and various other game assets, or create any of these assets from scratch. [8] It is also possible to move or change dynamic game objects without the need to recompile the whole map which makes the fine-tuning of details quicker. QuArK uses external compilers (like Q3Map2) to produce the actual level-file used by the game. These compilers can be fully configured using their command-line parameters, and once done, QuArK remembers these settings so they can be used every time.

The interface is based upon VCL and includes a multitude of flyover hints and other forms of in-program documentation. It also offers multiple editor layouts, including 2D wireframe and 3D textured views, where it is possible to see how the map or model will look in-game. This view can be rendered with a built-in software, Glide, OpenGL or Direct3D renderer. Views have three modes: wireframe, solid color and textured, and supports transparency and lighting in OpenGL mode.

It is possible to add plug-ins, written in Python, to extend the capabilities of the editor, or to make changes to the official Python files to alter the way QuArK's functions work. More information about this can be found in the QuArK Infobase.

QuArK itself has very low system requirements, [9] although a lot of additional resources are taken up by the loaded game data. That amount depends on the game-mode selected and the size and complexity of the map or model being edited. QuArK supports the Win32 platform, including Windows 95, 98, ME, NT 4, 2000 and XP. It also runs on 64-bit operating systems (in 32-bit mode), Windows Vista and higher, and it can run under Unix-based platforms by using the Wine compatibility layer. [10]

Map making process

In QuArK, multiple types of objects can be used to construct a map, of which the basic building block is a brush. Brushes can be primitive shapes (such as cubes, spheres and cones), pre-defined shapes (such as staircases), or custom shapes (such as prisms and other polyhedra). [3] These are added into an empty space, building the map block-by-block.

Brushes are converted to a format the game engine can use using a process called binary space partitioning. [11] During this process, brushes are turned into meshes that can be rendered by the game engine. Often brushes are restricted to convex shapes only, as this reduces the complexity of the binary space partitioning process. However, using CSG operations, complex rooms and objects can be created by adding, subtracting and intersecting brushes to and from one another. [12] Additionally, brushes can be used as liquids [13] or as an area trigger. [14]

To assist, more advanced features are available, including constructive solid geometry functions such as brush-subtraction.

Additionally, for engines that support it, Bézier surfaces can be used to create curved surfaces. QuArK also has a built-in leak finder in order to prevent holes in the map. [15] Items can be added to a map simply by selecting them from a list of available entities, and their properties can be edited once they are placed in the map. [16]

Usage and popularity

QuArK is one of the three most notable level editors for Quake , together with Radiant and Worldcraft. [17] QuArK is one of the two most popular editors for Quake II , GtkRadiant being the other. [8] [18] QuArK is the most popular tool to access WAD files. [19] QuArK is probably the second most popular tool for level editing for Half-Life , after the official Valve Hammer Editor. [20] QuArK is also used as a mapping tool in scientific studies. [21] [22]

History

QuArK started out as a Delphi program called "Quakemap", written by Armin Rigo in 1996. Initially it could only edit maps for Quake , but editing capabilities for QuakeC, sounds and compiled maps were added in version 2, [23] which was released in October 1996. [24]

In 1997 a contest was held to rename the software and QuArK, which stands for "Quake Army Knife", was selected. [25] It is named so in reference to the game engine series it supported, the Quake engines, and for Swiss Army knife, because it could not only edit maps, but included a model editor and texture browser as well. Version 3.0 was the first release under this name.

QuArK soon expanded to support Hexen II with version 4.0, and Quake II not much later. With the release of version 5.0 in 1998, Python support was added for plugin capabilities.

The latest stable version of QuArK was 6.3, released in January 2003. [26] However, since then many new alpha and beta versions have been released that have many new features, and include support for many new games. A small (and incomplete) overview of the major releases since 6.3: [27]

VersionLast Release DateMost Notable Changes
6.4.1 AlphaSeptember 2003Support for Doom 3 and Half-Life 2 .
6.5.0 AlphaJuly 2006Ability to display HL2 materials.
Fixed light entity dependency for OpenGL transparency to work feature.
Added Quick Object Makers, to quickly create simple geometric shapes.
Support for Quake 4 .
6.5.0 BetaDecember 2007OpenGL rendering available in all editor windows.
Fixed the Software & Glide lock-up and smearing problems.
OpenGL lighting and transparency support.
Fixed a whole load of memory leaks.
Added QuArKSAS .
Initial support for Star Trek: Elite Force II .
Ability to save .md3 models.
6.6.0 BetaMay 2021Support for Call of Duty 2 , Team Fortress 2 , Heavy Metal: F.A.K.K.² , Prey , Nexuiz , Warsow , Portal and American McGee's Alice .
Major support improvements for Star Trek: Elite Force II .
Ability to load and save .ase, .stl, .md5 models, Half-Life 1 models and Medal of Honor: Allied Assault models, and load .gr2.

Ports

There were plans to make a C++ version of QuArK that reuses the existing Python files, [28] plans to port the program to macOS and Linux, [29] and plans to do a complete rewrite of QuArK in C++ and Python, [30] but development on all these projects has ceased.[ citation needed ]

Utilities

QuArK comes with several stand-alone utilities:

Unofficial packages

There are several unofficial packages available:

Notes

  1. 1 2 3 The version of QuArK used in this package is not up-to-date.

Related Research Articles

id Tech 1, also known as the Doom engine, is the game engine used in the id Software video games Doom and Doom II: Hell on Earth. It is also used in Heretic, Hexen: Beyond Heretic, Strife: Quest for the Sigil, Hacx: Twitch 'n Kill, Freedoom, and other games produced by licensees. It was created by John Carmack, with auxiliary functions written by Mike Abrash, John Romero, Dave Taylor, and Paul Radek. Originally developed on NeXT computers, it was ported to MS-DOS and compatible operating systems for Doom's initial release and was later ported to several game consoles and operating systems.

Irrlicht is an open-source game engine written in C++. It is cross-platform, officially running on Windows, macOS, Linux and Windows CE and due to its open nature ports to other systems are available, including FreeBSD, Xbox, PlayStation Portable, Symbian, iPhone, AmigaOS 4, Sailfish OS via a QT/Qml wrapper, and Google Native Client.

Source is a 3D game engine developed by Valve. It debuted as the successor to GoldSrc in 2004 with the releases of Half-Life: Source, Counter-Strike: Source, and Half-Life 2. It is most well-known for its usage by Valve, but the engine has been used both by small teams and individuals to create modifications of Valve games, and other studios creating distinct games, notably Troika Games' title Vampire: The Masquerade – Bloodlines. Valve continued to create incremental updates to the Source engine after its 2004 release, most of which coincided with games created by Valve. In the late 2010s, Valve created the Source 2 engine to replace Source, with it publicly debuting alongside Half-Life: Alyx. The Source engine is most well-known for its advancements in physics, AI, and graphics.

A first-person shooter engine is a video game engine specialized for simulating 3D environments for use in a first-person shooter video game. First-person refers to the view where the players see the world from the eyes of their characters. Shooter refers to games which revolve primarily around wielding firearms and killing other entities in the game world, either non-player characters or other players.

<i>Quake</i> engine Video game engine developed by id Software

The Quake engine is the game engine developed by id Software to power their 1996 video game Quake. It featured true 3D real-time rendering. Since 2012, it has been licensed under the terms of GNU General Public License v2.0 or later.

id Tech 3 Video game engine

id Tech 3, popularly known as the Quake III Arena engine, is a game engine developed by id Software for their video game Quake III Arena. It has been adopted by numerous games. During its time, it competed with the Unreal Engine; both engines were widely licensed.

<span class="mw-page-title-main">3D GameStudio</span>

3D GameStudio or 3DGS is a pan 3D computer game development system which allows the users to create 3D games and other virtual reality applications, and publish them royalty-free. It includes a model/terrain editor, a level editor, a script editor/debugger and comes with a big collection of textures, models and artwork, as well as a game template system that allows the creation of basic shooter games or RPGs without programming. For complex games or other applications, either the integrated programming language named Lite-C or an external development language such as Visual C++ or Borland Delphi can be used.

<span class="mw-page-title-main">Blender Game Engine</span> Discontinued game engine

The Blender Game Engine was a free and open-source 3D production suite used for making real-time interactive content. It was previously embedded within Blender, but support for it was dropped in 2019, with the release of Blender 2.8. The game engine was written from scratch in C++ as a mostly independent component, and includes support for features such as Python scripting and OpenAL 3D sound.

SpeedTree is a group of vegetation programming and modeling software products developed and sold by Interactive Data Visualization, Inc. (IDV) that generates virtual foliage for animations, architecture and in real time for video games and demanding real time simulations.

<span class="mw-page-title-main">AutoQ3D Community</span>

AutoQ3D Community is a cross-platform CAD software, suited for 3D modeling and texturing. The main objective of this software development is to take away the hassle and complexity for sketching and drawing in 3D. AutoQ3D Community is not a professional CAD program and it is targeted at beginners who want to make rapid 3D designs. It offers plenty of features but is relatively simple to learn and use.

id Tech Series of video game engines

id Tech is a series of separate game engines designed and developed by id Software. Prior to the presentation of the id Tech 5-based game Rage in 2011, the engines lacked official designation and as such were simply referred to as the Doom and Quake engines, from the name of the main game series the engines had been developed for. "id Tech" has been released as free software under the GNU General Public License. id Tech versions 0 to 3 were released under GPL-2.0-or-later. id Tech versions 3.5 to 4.5 were released under GPL-3.0-or-later. id Tech 5 to 7 are proprietary, with id Tech 7 currently being the latest utilized engine.

<span class="mw-page-title-main">Grome</span> 3D terrain generation software

Grome is an environmental modeling package developed by Quad Software dedicated for procedural and manual generation of large virtual outdoor worlds suitable for games and other 3D real-time simulation applications.

iClone is a real-time 3D animation and rendering software program. Real-time playback is enabled by using a 3D videogame engine for instant on-screen rendering.

Based on Id Software's open stance towards game modifications, their Quake series became a popular subject for player mods beginning with Quake in 1996. Spurred by user-created hacked content on their previous games and the company's desire to encourage the hacker ethic, Id included dedicated modification tools into Quake, including the QuakeC programming language and a level editor. As a game that popularized online first-person shooter multiplayer, early games were team- and strategy-based and led to prominent mods like Team Fortress, whose developers were later hired by Valve to create a dedicated version for the company. Id's openness and modding tools led to a "Quake movie" community, which altered gameplay data to add camera angles in post-production, a practice that became known as machinima.

<span class="mw-page-title-main">Art of Illusion</span>

Art of Illusion is a free software, and open source software package for making 3D graphics.

<span class="mw-page-title-main">Leadwerks</span> Cross-platform game engine

Leadwerks is a cross-platform game engine developed by Leadwerks Software that focuses on ease of use and learning. The software supports Windows and Linux, with OS X support in development. Leadwerks is currently on its fourth major version and is sold through the Steam digital distribution platform.

References

  1. 1 2 "The Official QuArK website - Features". quark.sourceforge.io.
  2. Pawel Lekki, Grzegorz Labuzek. "Design and implementation of games based on existing graphics engines" (PDF). Institute of Computer Graphics Szczecin University of Technology Szczecin / Poland. Archived (PDF) from the original on 4 December 2018.
  3. 1 2 Finney, Kenneth V. (2004). 3D Game Programming All in One (Course Technology PTR Game Development Series). Muska & Lipman/Premier-Trade. ISBN   1-59200-136-X.
  4. Derek Nofsinger, Graphic Software Used in Game Design, April 11, 2006, "Archived copy". Archived from the original on 30 June 2010. Retrieved 24 April 2009.{{cite web}}: CS1 maint: archived copy as title (link)
  5. Jack Stenner, Andruid Kerne, Yauger Williams. "Playas: Homeland Mirage" (PDF). Texas A&M University. Archived (PDF) from the original on 7 March 2019.{{cite web}}: CS1 maint: multiple names: authors list (link)
  6. Murdock, Kelly (10 June 2005). 3D Game Animation For Dummies (For Dummies (Computer/Tech)). For Dummies. ISBN   0-7645-8789-7.
  7. Mateevitsi, Victor; Sfakianos, Michael; Lepouras, George; Vassilakis, Costas (2008), "A game-engine based virtual museum authoring and presentation system", Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts, pp. 451–457, doi:10.1145/1413634.1413714, ISBN   9781605582481, S2CID   17580889
  8. 1 2 "Summers, E, Getchell, K, Miller, A, Allison, C. In: Proc. 8th International Postgraduate Symposium on the Convergence of Telecommunications, Networking and Broadcasting, Liverpool John Moores University, UK. 2007" (PDF). Archived from the original (PDF) on 3 March 2016.
  9. "The Official QuArK website - Features". quark.sourceforge.io.
  10. "WineHQ - QuArK". appdb.winehq.org.
  11. "Definition of Brush in the Valve Developer Community". Valve. Retrieved 2011-03-24.
  12. "UDN – Two – BspBrushesTutorial". Epic Games . Retrieved 2012-04-21.
  13. BSP Headquarters - BSP Quake Tutorial #5
  14. BSP Headquarters - BSP Quake Tutorial #6
  15. "Quake Level Editing" . Retrieved 2011-05-21.
  16. "Using entities". quark.sourceforge.io.
  17. Westlake, Simon; Deloura, Mark (January 2001). "Front Line Awards". Game Developer . Jennifer Pahlka.
  18. Chris Brown, Peter Barnum, Dave Costello, George Ferguson, Bo Hu, Mike Van Wie. "Quake II as a Robotic and Multi-Agent Platform" (PDF).{{cite web}}: CS1 maint: multiple names: authors list (link)
  19. W. Lecky-Thompson, Guy (2008). Video Game Design Revealed (Revealed (Charles River Media)). Charles River Media. ISBN   978-1-58450-562-4.
  20. Laukkanen, Tero (October 2005). Modding Scenes-Introduction to user-created content in computer gaming. ISBN   951-44-6448-6.
  21. "Learning Plan Networks in Conversational Video Games" (PDF). Massachusetts Institute of Technology. Archived (PDF) from the original on 12 August 2017.
  22. Harvey CD, Collman F, Dombeck DA, Tank DW (2009). "Intracellular dynamics of hippocampal place cells during virtual navigation". Nature. 461 (7266): 941–6. Bibcode:2009Natur.461..941H. doi:10.1038/nature08499. PMC   2771429 . PMID   19829374.
  23. "Interview with Armin Rigo - Feb. 12th 1997". April 30, 1997. Archived from the original on 1997-04-30.
  24. "Blue's Quake News -- October 19-25, 1996". www.bluesnews.com.
  25. "From QuakeMap To QuArK". Archived from the original on 1997-04-30.
  26. "The Official QuArK website - News Article". quark.sourceforge.io.
  27. "The Official QuArK website - Archived News". quark.sourceforge.io.
  28. "Quark++". Archived from the original on 6 March 2019.
  29. "Trino - Multiplatform Level Editor". trino.sourceforge.net.
  30. "The Official QuArK website - Main Page". quark.sourceforge.io.