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Menubar
Updated 30 Jan 2009
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Upper levels: - QuArK Information Base - 1. Introduction to QuArK - 1.6. Model-editor in QuArK |
1.6.4. Menubar |
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New commands are constantly being added to the all menus. If there is no F1 help for some command, or you can not understand what it says, post to the QuArK messageboard for help (and a heads-up to the docco writers). Most of the commands on the menus also have hot keys (accelerators), which you can customize from Configuration at the bottom of the 'Options menu'. |
Index |
File menu |
cdunde - 27 Jul 2008 | [ Top ] |
Model Importers Shows the Python importer plugins that are available. They will import that type of model once the editor is open. Model Exporters Shows the Python exporters plugins that are available. They will export that type of model once the editor is open. Save will save your current model to the same location and file type it was opened as. Save in QuArK Explorer . Use this if you want to add this model to your current project. This way, you can have multiple revisions of a model, in a single project. Just remember to give them a sensible name, so you can distinguish them. The model editor will automatically close itself when you use this menuitem. Save as file . If you want to export this model as a different supported model format type, select this menu item. A QuArK .qkl model work file can be created using this function. Even though, at the present time, QuArK can only save Quake 1 .mdl and Quake 2 .md2 files, it can save Quake 3 .md3 files as a QuArK .qkl model work file. This format preserves all settings and Components of the model making it much easer when you start a new session of the QuArK Model Editor. to resume your work. Save all will save all opened files. This includes the current project and modified add-on data files. Close will close the model editor. |
Layout menu |
cdunde - 26 Apr 2007 | [ Top ] |
Solid will change all model-views to show the model as a solid object. This means that you won't be able to 'see-through' the model once it's in view. Textured will change all model-views to show the model with it's applied textures and alignment. 3D view will create a new free-floating 3D edit window. You can actually edit the model in the 3D view and manipulate its 'mesh' (frame shape). This view, and all the others, can use the OpenGL standard 3D graphic library. (Silicon Graphics' OpenGL drivers for Windows: http://www.berkelium.com/OpenGL/sgi-opengl.html.) Show whole level will in wireframe-mode, draw all lines the model consists of, even those that can't be seen simultaneously in all model-views. Gray out of view will in wireframe-mode, draw grey lines of those parts of the model, which can't be seen within the model-views. Hide out of view will in wireframe-mode, only draw lines for those parts of the model, which is within the model-views. Panel at right . Check this menu-item, if you want the compass, dataform and that area, moved to the right of the model-views. Layouts . These menu-item are used to change between the different model-layouts. |
Edit menu |
cdunde - 26 Apr 2007 | [ Top ] |
Undo/Redo will open up the Undo/Redo window, where you can undo or redo more actions with one mouse-click. Cut . You know; remove the selection and put it into the clipboard. Copy . Just as easy; copy the selection into the clipboard. Paste . Take whatever is in the clipboard, and if it is something QuArK can use, it will paste it to where you point. Duplicate . A copy and paste action, but without putting the selection in the clipboard. Delete . Deletes the selection. Notice that it won't put anything in the clipboard. |
Toolboxes menu |
cdunde - 26 Apr 2007 | [ Top ] |
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Commands menu |
cdunde - 21 Jul 2008 | [ Top ] |
Duplicate Current Frame : This copies a single frame that is currently selected and adds that copy to that model component's animation frames list. For multiple frame copies use the 'Duplicate' function on the 'Edit' menu. Match Frame Count : This will duplicate the number of frames in the selected components with the one that has the most frames in it. It will not copy the frames, only how many there are. Add Triangle : This adds a new triangle to the currently selected component. It works in conjunction with the Pick Vertex function on the Vertex RMB menu described below. See that function for more details. Reverse Direction : Normally, in QuArK, creating a new triangles vertexes in a 'clockwise' direction will produce a triangle that faces 'outwards'. But sometimes this does not work for adding new triangles to existing ones. Activating this function (checking it) will reverse that direction causing the triangle to face the opposite way. If needed after you have created the new triangle, simply check this item, click on the 'Delete Triangle' function below, electing 'No' to remove the 3 vertexes, reselect those vertexes and recreate the new triangle. It will then be facing the correct direction. The same thing can be done using the 'Undo' function on the 'Edit' or RMB menus. Delete Triangle : This removes a triangle from the currently selected component. It works in conjunction with the Pick Vertex function on the Vertex RMB menu described below. See that function for more details. Check Components : This checks components for any errors in them that might exist. Auto Assemble : Some models are made up of seperate model files for example .md3 files. This function attempts to auto-load those related models model files and attach them using what is known as tags to match them up correctly. X Y Z Axis locks : All three of these items work in the same manor but are independent from one another. They restrict any vertex movement in their related direction for all views and are interactive with their corrisponding buttons on the View Selection tool-palette. All of these commands are dupelicated as a sub-menu of the Editor Views RMB menus. |
Toolbars menu |
cdunde - 26 Apr 2007 | [ Top ] |
View Selection Modes . Whether or not the View Selection Modes toolbar should be visible. Display . Wether or not the Display toolbar should be visible. |
Options menu |
cdunde - 30 Jan 2009 | [ Top ] |
Ruler guide in 2D views : These functions allow you to display a line with the unit distance of total selected items in any one, combination, or all of the 2D views of the Editor. Much like the 'Grid scale in 2D views' function above, this feature also has its own list of selections, as shown in the far right sub-menu. If one of these sub-menu items is active, checked, then when ever a single face, object or component is selected a 'Ruler' will be displayed above and/or beside them from the starting point to the end point of the selected items along with '0' at the starting point and the total amount of their distance at the end point. 3D Rotation Options - submenu items : Lock to center of 3Dview : This method 'locks' the center of the grid to the center of the 3D view and rotates from the 0,0,0, point of the grid, its center. If the grid is off to another location of the view it will 'snap' back to the views center. The cursor location does not matter for dragging, the grid will remain in the views center. This makes the rotation very consistent. You can rotate and zoom in for close detail work on the model. But if you start another rotation it will jump back to the grids center and probably throw your up close position off. Lock to center of model : This function 'locks' the center of the model to the center of the view. It functions just like the 'Lock to center of 3Dview' method above based on the center of the model. However, because not all models are created at the center of their grid the method above could cause it to be near the edge of the view or completely out of view. This option compensates for that and will put the model in the proper center location of the view. The same situation will exist for up close detail work if a new rotation is started. Rotate at start position : This function is designed to give far more rotation consistency based on where the cursor is at the time it is clicked to start a rotation at some place on the model. It will then re-center that position to the center of the view to start rotating from. Unlike the 'Original 3Dview rotation' method, this would allow close up detail rotation without the model jumping back to some other location as in all of the above cases. Draw handles while rotating : This allows the models vertex handles (if active) to be drawn during rotation, but this will slow down the redrawing process and can make rotation seem jerky. Editor True 3D mode : This causes the Model Editor's 3D view to operate the same as the Map Editor when maneuvering and also allows passing through a component. This is very useful when working on scenes to see ' into ' the model and work on other components within it. Full3D True 3D mode : This causes the FIRST Full 3D view opened only, to operate the same as the Map Editor when maneuvering and also allows passing through a component. This is very useful when working on scenes to see ' into ' the model and work on other components within it. All other floating Full 3D views will operate as usual. If the first is closed and the next uses this option the last camera position of the first one will still be in effect. Model Axis in views : This displays the models axis on which it was built in all views, showing its X, Y and Z direction. The size of its letter indicators and line thickness can be increased or decreased by using the 'Set Line Thickness' function, a little further down. Their individual colors can be changedin the Colors Options settings. Draw back faces : This allows the back face checkerboard pattern to be drawn in all view modes when the 'Views Options', 'Mesh in Frames' of the Views Options is checked for that view. Using the option in this manner will help to distinguish which direction the faces are facing for proper construction. Set Line Thickness : This lets you set the thickness of certain lines that are drawn on the Editor's views, such as the outlining of selected model mesh faces and the models axis lines.
Bone Options - submenu items : Draw Bone Handles Only : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description. Make All Draglines : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Editor Face Selection Options - submenu items : Show selection in Skin-view : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description. Pass selection to Skin-view : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description. No face drag lines : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description. No face outlines : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description. No face outlines while moving in 2D views : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description. No selection fill : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description. Front faces only : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description. Back faces only : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Editor Vertex Selection Options - submenu items : Pass selection to Skin-view : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description. No vertex drag lines : This funciton is also located on the Editor Views RMB menus, please click on the menu link for this functions full description.
Skin-view Options - submenu items : Pass selection to Editor views : This funciton is also located on the Skin-view RMB menu, please click on the menu link for this functions full description. Clear Selected Faces : This function will clear all faces in the Skin-view that have been drawn as Selected or Show but any related selected vertexes will remain that way for editing purposes. The Skin-view selected face, show face and selected vertex colors can be changed in the Colors Options settings.
Draw Ticks During Drag : These functions give various methods for drawing the Models Skin Mesh Vertex Ticks while doing a drag. Paste objects at screen center : Check this if you want objects that you paste into the editor's views to appear in the center of the current editor's view. Uncheck it, and it will paste it at the exact position as the original. Enlarge Vertices Ticks : This makes the model's ticks 1 size larger for easer viewing. Rebuild 3D views : This rebuilds the 3D views (actually all views) in the Model Editor in case of a lockup. You may have to do this a few times to clear the views up. The easiest way is to just push the HotKey 'Tab' until the views unlock and clear up. Axis XYZ letter indicator in view windows : This display s the X Y or Z indicator letter per view to associate the rotation menu buttons. These are for reference only and are not selectable with the mouse. List of Plug-ins : Opens a window which shows what plug-ins QuArK has loaded. Configuration : Takes you to the 'Configuration of QuArK'. |
Help menu |
cdunde - 26 Apr 2007 | [ Top ] |
Help contents . Opens your web-browser. QurK's Layout . Opens your web-browser to the basic editor layout page of these docs. FAQ . Opens your web-browser to the FAQ page of these docs. QuArK's web site . Opens your web-browser to the on-line Official QuArK web site. QuArK's Forums site . Opens your web-browser to the on-line QuArK Forums site. View console . Shows a Python-console. Usefull when debugging plug-ins. About . Shows the about box. |
Copyright (c) 2009, GNU General Public License by The QuArK (Quake Army Knife) Community - http://quark.sourceforge.net/ |
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