Krane wrote:Another thing: when you choose "textured" window, all windows goes textured...
To only texture the 3d view, rightclick IN the 3dview and choose textured.
Well, I have more experience with Quark (4 years) than I have with Mohradiant (~2 years), but I've used Quark only for Q1 and Q2 (played with it for Q3 a little). When I decided to map for MOH, Quark didn't fully support it yet and it had some shortcomings. However it does have some very nice and useful features and is more intuitive to work with.
A few examples.
- First of, you have far less hotkeys and shortcuts to remember. It's usually clicking and dragging. No Shift+this, Shift+that or "enter vertex-mode" keys. You select a brush by clicking it and from there you can do with it what you want. Click on one face to reshape, click a vertex to drag it. To deselect, just click the void.(<-now this can get annoying if there's a lot of brushes in view;)
When you select one face you'll immediately see its (surface/texture)properties in the Explorer window on the left.
- The interface is clear and IMO better and faster to work with than in Mohrad. For instance instead of using ctrl+tab, there's a compass that lets you rotate/zoom the view however you want it.
- It has a great functioning
texture-browser that is much faster and less buggy than the one in Mohrad.
- Although Mohrad has an option to see the worldspawn and map info, it is kind of a tucked away. Quark uses an Explorer window to list the complete Worldspawn. With it you have great control of your brushgroups and entities. You don't have to select a brush and press N to get to the worldspawn; it's right there in the Explorer window. Same goes for entities, you can access the properties just by selecting the entity.
- Making and handling groups. You can simply select some brushes and click the New Group button, or -click New Group button and after selecting the brushes (in either a view mode or the Explorer) you can drag them into the Group's folder. Also you can name each group and individually set it to hide. In Mohrad it's all or nothing; once you press shift+h, all hidden brushes will pop up again.
- In Quark you can hold down Ctrl and force a single vertex to grid. In Mohrad you use Ctrl+g and it will force all the brush's vertexes to the grid which can accidentally deform the brush if your grid is on a high setting.
- Using CGS won't crash your editor (but of course you must be careful.)
- Integrated plugins for hunting down microbrushes etc.
- Compiling from within Quark goes well so you don't need a batch-program like mbuilder.
But, despite of nice textureing modes it lacks one of the best features of Mohrad, i.e. the texture-shifting from one face to another. (By selecting a face and (middle)clicking on a texture it will shift its properties to the other face. Brilliant. This is the main reason I learned to use Mohrad.)
When you drag a brush's vertex or edge in Quark the texture won't clamp (i.e. automatically scale to fit the face) and it won't align with the surrounding faces anymore. But, they may have fixed this problem by now.
Also, I find Mohrad's way of clipping brushes a lot more save. You only cut what is selected. With the cutting tool in Quark you can accidentally make a cut (even through the whole map) if you don't have anything specific selected. You click and hold down the mouse and a cutting line will appear in the direction you point the mouse. But that's just one of those things you need to learn to work with.
In conclusion, both editors have their cool features and flaws. I've learned a great deal from working with both programs but at this point Mohrad has grown on me. For MOH mapping I won't switch however if there is going to be a newer game I wanted to go map for and Quark would have full support (plus that texture-shifting feature) then this guy will switch back to 'Quark-mode'. If you've never used Quark before and are used to Mohrad by now I'd say stick to it, unless you like to work in a new surrounding from time to time. But in principle each editor is the same of course.