DIF/QuArk/TGEA
From TDN
Contents |
Preamble
This document describes step-by-step the procedures for getting an interior shape (.DIF) out of QuArK and into the TGEA engine, with the textures intact.
This Document assumes that you have QuArk installed and set up correctly, and you know how to use it. See QuArk Setup if you haven't.
Folder Structure
Use a folder structure like this to begin:
[YOURGAME]
+ data
+interiors
+[YOURTESTFOLDER]
[YOURDIF]
[YOURImage .jpg / .png]
[materials.cs]
material.cs
The material.cs file is literally where all the magic happens. Unlike TGE, TGEA allows you to name your textures something different than you .DIF. Paste the following code into your materials.cs and save the file
new Material([YOURMATERIALNAME])
{
baseTex[0] = "[YOURImage .jpg / .png]";
};
QuArK
In QuArK create a new map. Select the sample_group and delete it.
Now create a new object, and name it [YOURMATERIALNAME], make sure you apply your texture to it.
Export the file. If all went well, locate [YOURDIF] and move it to [YOURTESTFOLDER].
Run Torque, Insert the interior into your world, share and enjoy!
--Ty Christopher 19:14, 7 March 2007 (PST):: co At some point I may come back and go into more detail about this, but for now this is all the time I have





