Post by giftmacher on Nov 2, 2015 6:23:56 GMT -5
This is a short tutorial on how to make a proper arch in the map editor QuArk. The information is already out there on QuArk tutorial page, but it was missing a few things like how to align textures on the front faces, and what kind of textures to work with. Also there is not many pictures which I think is very useful for mapping tutorials. I also post this to check if there is more you can do, or a better way/easier method, please share if you have more information on Arch work for QuArk!
This is the end product.
Step 1 - Make 3 brushes and align them so they create a hallway/entrence. Like this -> Screen
Step 2 - Go into 'new polyhydrons' -> 'Shape Builders' and create one 'Brush Arch/Cap Maker', copy this so you end up with 2 (Lets call them Arch A and B).
Like this -> Screen
Step 3 - Select Arch 'B', right click on it in the 'tree-view', go into 'specifics' and locate 'thick', it should be empty/zero. Depending on how wide your front texture is you need to enter that here, keep in mind that something like '64' thickness will need a much larger hallway to look good. Lets use 16 for this example. After pressing enter Arch 'B' should look like this -> Screen
Step 4 - To make it look more like a classic medieval arch, reduce the height by 64 units (going from 128 to 64 height units). To smooth out the curve go into 'specifics' again and locate 'subdivide', it should be on '2', if you change this to 4 -> more brushes will be created along the curve to smooth it out. (This will ofc impact the amount of brushes used, it's up to you.) Let's use '4' for this example. Note: Height reduction and subdivide must be done on both Arch A & B to make them fit properly -> like this -> Screen
Step 5 - Now when we have our arch brushes ready it's time to start texturing them. Start by selecting a proper wall texture for the surrounding walls. Then to avoid selecting the wrong arch when working (they are in the same place), move Arch 'B' out of the way.
Select the front face of one of the walls, press 'CTRL+T' to Tag this face (a red border should appear around it), then select the front face of Arch 'A' (the one which remains in place and is not 'thick'), and click 'CTRL+W' to wrap the wall texture across the front of Arch 'A' -> Like this -> Screen (Don't forget the other side!)
Step 6 - That is all for Arch 'A', now for Arch 'B', start by selecting the top face on it and apply your 'front' texture (the one we want visible when staring right at the arch), I will explain why this texture must be on top later. Like this -> Screen
Step 7 - There is a chance that your texture will be turned 90 degrees the wrong way, to fix this select the 'top' face again on Arch 'B' and go to 'position texture' and locate 'tilt', type in '90' and hit enter, this should make your trim texture run 'along' the topside on Arch 'B'. Like this -> Screen
Step 8 - Select Arch 'B' in the tree-view to your left and right click, select 'Dissociate Duplicator images'. This will split up Arch 'B' into several selectable brushes and remove the 'Brush Arch/Cap Maker' tool. Note: This is done anyway after compile so doing this will not increase the amount of brushes used. Like this -> Screen
Step 9 - Now when we can select each individual brush in Arch 'B' we can start to wrap our trim texture onto the front face (from the top/side). Start with the lowest left or right brush, select the face that points outwards and press CTRL+T to Tag it, then select the front face of this same brush and press CTRL+W to wrap it. Repeat this process for every brush along the arch. When you are done it is time to choose a proper texture to use inside of arch 'B', the arch is 64 units deep so the texture needs to be 64 units wide to fit inside (Not 16 like our trim texture covering the front).
Step 10 - Now Arch 'B' is ready and textured, move it back into place, same place as arch 'A'. The final step is to fill out the arch with 2 more brushes so it touches the floor.
Final Notes: If there is more information on this or things that can be improved upon in this method please share that information and I will update the thread. Also when choosing textures for the front, some kind of 'border/trim' texture with distinct edges works quite well to highlight the arch inside the wall, then you can have a wider column/trim texture running inside. Looks better than just a 'smeared' basic metal with no borders on the front.
This is the end product.
Step 1 - Make 3 brushes and align them so they create a hallway/entrence. Like this -> Screen
Step 2 - Go into 'new polyhydrons' -> 'Shape Builders' and create one 'Brush Arch/Cap Maker', copy this so you end up with 2 (Lets call them Arch A and B).
Like this -> Screen
Step 3 - Select Arch 'B', right click on it in the 'tree-view', go into 'specifics' and locate 'thick', it should be empty/zero. Depending on how wide your front texture is you need to enter that here, keep in mind that something like '64' thickness will need a much larger hallway to look good. Lets use 16 for this example. After pressing enter Arch 'B' should look like this -> Screen
Step 4 - To make it look more like a classic medieval arch, reduce the height by 64 units (going from 128 to 64 height units). To smooth out the curve go into 'specifics' again and locate 'subdivide', it should be on '2', if you change this to 4 -> more brushes will be created along the curve to smooth it out. (This will ofc impact the amount of brushes used, it's up to you.) Let's use '4' for this example. Note: Height reduction and subdivide must be done on both Arch A & B to make them fit properly -> like this -> Screen
Step 5 - Now when we have our arch brushes ready it's time to start texturing them. Start by selecting a proper wall texture for the surrounding walls. Then to avoid selecting the wrong arch when working (they are in the same place), move Arch 'B' out of the way.
Select the front face of one of the walls, press 'CTRL+T' to Tag this face (a red border should appear around it), then select the front face of Arch 'A' (the one which remains in place and is not 'thick'), and click 'CTRL+W' to wrap the wall texture across the front of Arch 'A' -> Like this -> Screen (Don't forget the other side!)
Step 6 - That is all for Arch 'A', now for Arch 'B', start by selecting the top face on it and apply your 'front' texture (the one we want visible when staring right at the arch), I will explain why this texture must be on top later. Like this -> Screen
Step 7 - There is a chance that your texture will be turned 90 degrees the wrong way, to fix this select the 'top' face again on Arch 'B' and go to 'position texture' and locate 'tilt', type in '90' and hit enter, this should make your trim texture run 'along' the topside on Arch 'B'. Like this -> Screen
Step 8 - Select Arch 'B' in the tree-view to your left and right click, select 'Dissociate Duplicator images'. This will split up Arch 'B' into several selectable brushes and remove the 'Brush Arch/Cap Maker' tool. Note: This is done anyway after compile so doing this will not increase the amount of brushes used. Like this -> Screen
Step 9 - Now when we can select each individual brush in Arch 'B' we can start to wrap our trim texture onto the front face (from the top/side). Start with the lowest left or right brush, select the face that points outwards and press CTRL+T to Tag it, then select the front face of this same brush and press CTRL+W to wrap it. Repeat this process for every brush along the arch. When you are done it is time to choose a proper texture to use inside of arch 'B', the arch is 64 units deep so the texture needs to be 64 units wide to fit inside (Not 16 like our trim texture covering the front).
Step 10 - Now Arch 'B' is ready and textured, move it back into place, same place as arch 'A'. The final step is to fill out the arch with 2 more brushes so it touches the floor.
Final Notes: If there is more information on this or things that can be improved upon in this method please share that information and I will update the thread. Also when choosing textures for the front, some kind of 'border/trim' texture with distinct edges works quite well to highlight the arch inside the wall, then you can have a wider column/trim texture running inside. Looks better than just a 'smeared' basic metal with no borders on the front.