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Data-displays
Updated 29 Oct 2007
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Upper levels: - QuArK Information Base - 1. Introduction to QuArK - 1.6. Model-editor in QuArK |
1.6.6. Data-displays |
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Index |
Tree-view (hierarchy-view) |
cdunde - 29 Oct 2007 | [ Top ] |
The categories and items in a models Tree-view are:
One important point here is about the Frames. Each component must contain the same number of frames, arraigned in the same order. They can be moved around to rearrange their order but remember to keep that the same for each one, this is not done automatically by the editor. As new components are added they will be created with the same number and arraignment of frames as the others. You can right-mouse-click on every tree-view object, to get a context-menu, from where you can select different actions. If you wish to enlarge or reduce the Tree-view height, there is a hidden 'drag line' at the very top of the Tree-view, just below the compass. When your curser changes to two bars, with arrows above and below them, you can then hold the left mouse button down and drag the Tree-view to the height you desire. Just below the Tree-view is the Hintbox which displays various information and informs you by displaying Press F1 for help, which you should do, when there is information about a functions use and which in turn usually provides a link to these InfoBase docs section for a more detailed description and information. |
Skin-view |
cdunde - 29 Oct 2007 | [ Top ] |
Triangles : This give the number of triangles that make up the skin mesh or Tris Each triangle has tree drag handles, one at each of its points and that overlap other triangles drag handles. Owned by : This gives the name of the current component of the model that has been selected in the Tree-view of the model editor and is currently available for editing. Skin : This gives the name of the current component's skin of the model that has been selected in the Tree-view of the model editor and is currently being used for the model. A model can have a single component or multiple components. And each component can have a single skin or multiple skins that it can use. Skin size : This gives the actual size of the texture image displayed in pixels or sometimes known as texels. The icons above the texture from left to right:
In the skin texture-view below the icons, there are a number of vertex handles, one for each point of each skin mesh triangle. These handles can be moved and manipulated a number of ways, see the Skin-view page section for more detail and available RMB menus. |
GNU General Public License by The QuArK (Quake Army Knife) Community - http://www.planetquake.com/quark |
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