Author Topic: Torque Constructor Problem...  (Read 5605 times)

Use quark, trust me... currently Torque Constructor is very unstable in the since of .dif making.

quark looks uber/over confusing.
but its much easier to use
(and less laggy, you also dont have to close it to run blockland)
Actually, from my experience of using all programs, here is what I got.

Quark:
Works well and gets the job done, many different options also.
those many dif options make it confusing though, and it is not as easy to add textures.

Torque Constructor:
Well, really great program, got nothing against it.

Hammer.
Also really great, kinda takes long to get it to export a .dif though, and wouldn't be able to add much things to your torque map such as lights,
(The only lighting and such it offers are for the Source engine games.)

If you are a  beginner I would definitely advice Torque Constructor.

can you give me a link on how to use torque constructor?

I prefer QuArk any day, it sounds like your "object" is over lighted or using a single white texture. Did you put any light_omni's in your "object"? Also as for texturing with Quark, its pretty easy but not as easy as Milkshape 3D etc but that's the Quake levels for you.

I'm also having a problem exporting my stuff i made with torque constructor.
1. Do I HAVE to export it to map2dif?

2.When i do, it says theres a problem with map2dif and then i have to go redownload it everytime i use it.

3.HELP!!!

Torque constructor has the ability to directly export to a .dif.. no map2dif needed.

Torque constructor has the ability to directly export to a .dif.. no map2dif needed.


Ya, no crappy-half-working-back-folder-exporter needed.

Another reason why TC wins.