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authorMaxxiii <[email protected]>2020-09-02 15:12:45 +0300
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-rw-r--r--subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html521
-rw-r--r--subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html545
-rw-r--r--subpages/Terrain_Generator-Tutorials/Making_A_Cave.html515
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+ <div class="space"></div>
+ <div class="main_content">
+ <div class="group">
+ <div class="heading1">
+ <div class="space"></div><span class="left"><a name="p57"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?c=57#p57">Cliffs
+ III: Your Cliffs In Hammer</a> - <a
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Jul 3rd, 2003 - 11:35:08 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">
+ <p>This tutorial covers what to do with your Terrain Generator created terrain in Hammer. It is a
+ continuation of the <a
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?c=58#p58">Texturing
+ Cliffs</a> tutorial and assumes you have a .RMF of your terrain.</p>
+
+ <p>First things first, let's load up the terrain TG created in Hammer. You'll notice that everything is
+ how it was in TG only now each quad has been replaced with two five face brushes. You'll also notice
+ that TG has added some handy VIS Groups to your level, one for the sky brushes contained in the
+ terrain, one for the hint brushes contained in the terrain (which are currently invisible) and one for
+ the terrain itself. Your map should look something like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff24.gif" width="534"
+ height="462" alt=""></center>
+
+ <p>It also is important to note that because TG deals with quads, some for the new brushes may not be
+ textured correctly as shown below:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff25.gif" width="534"
+ height="462" alt=""></center>
+
+ <p>You'll want to clean these up.</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff26.gif" width="534"
+ height="462" alt=""></center>
+
+ <p>Now we've come quite a way to completing our terrain, but there is still a fair bit of work left to
+ be done. We have a massive world with a few thousand brushes and were going to want to remove as many
+ brushes that aren't visible form the ground as we can to save both on r_speeds and .BSP limitations.
+ The below picture illustrates just which brushes to target.</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff27.gif" width="534"
+ height="462" alt=""></center>
+
+ <p>There isn't really any simple way to do this other then brush by brush deletion, whenever possible
+ try to follow the contours of the terrain for a seamless as possible result as shown below:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff28.gif" width="534"
+ height="462" alt=""></center>
+
+ <p>This is what my final terrain looked like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff29.gif" width="534"
+ height="462" alt=""></center>
+
+ <p>Notice how the center of the level has also been removed? This will allow us to block the line of
+ sight from one side of the map to the other reducing r_speeds and compile times. Finally fill these
+ gaps back up with sky brushes that extend all the way to the ceiling. And that's it, just add a light
+ and a player start and you're ready to compile:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff30.gif" width="534"
+ height="462" alt=""></center>
+ </div>
+ <div class="heading1">
+ <div class="space"></div><span class="left"></span><span class="right">[ 42492 Views ]</span>
+ <div class="space"></div>
+ </div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?c=57&amp;o=15#p57">2</a>
+ ]</div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c241"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=281">pebe</a></span><span
+ class="right">Posted: Oct 11th, 2003 - 9:03:28 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ <img src="../../images/emotes/exhausted.gif" width="32" height="32" alt="exhausted"><br>
+ <br>
+ I can't get the sky things to work, i get LEAK everytime!<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">2.</span> <a name="c250"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=290">xante</a></span><span
+ class="right">Posted: Oct 21st, 2003 - 11:39:55 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ Could you show a better picture of what to delete, the image for the brushs to delete is kinda small. A
+ quick flash animation or something would be very appreciated. :)<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c251"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Modified: Aug 6th, 2006 - 6:49:10 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">There is nothing really special about which brushes to delete, what you want to focus
+ on is the brushes that you can't see when you're on the ground (the ones that curve over the top of the
+ cliffs). You may find it easier to compile your map (without running VIS) to see which brushes to
+ delete.<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c580"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=580">Griffin</a></span><span
+ class="right">Posted: Apr 27th, 2004 - 4:58:44 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ How do i get rid of the "hint" brushes besides deleting all 1000+ of them? i cant see my map<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c581"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Apr 27th, 2004 - 7:03:58 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ You can prevent TG from exporting them by going to the File-&gt;Export-&gt;Export Options form then to
+ the '.RMF' tab then by unchecking the 'Use Hints' option or you can simply hide the VIS group in
+ Hammer.<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c729"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=564">zooyorkbmxer</a></span><span
+ class="right">Posted: Jun 30th, 2004 - 4:42:57 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ can u help me..<br>
+ whenever i put it into the hammer thing..<br>
+ i only get the wire frame.. none of the textures show up or anything<br>
+ help me pleez<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">7.</span> <a name="c763"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=747">I3urn</a></span><span
+ class="right">Posted: Jul 12th, 2004 - 9:15:52 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ thats easy to fix just go to view and click 3d textured polygons then it will show the textures for the
+ last section that was used. <img src="../../images/emotes/happy.gif" width="32" height="32"
+ alt="happy"><br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c1193"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1155">ElvenTrumpeter36</a></span><span
+ class="right">Posted: Nov 6th, 2004 - 10:32:19 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ Is there an easy way to make the sky fit the contour of all the brushes you delete? also, would it be
+ possible for you to post pictures that aren't quite so dark. it is pretty hard to see that you are
+ actually changing anything until the end<br>
+ <br>
+ thanks<img src="../../images/emotes/watermelon.gif" width="32" height="32" alt="watermelon"><br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c1198"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Nov 7th, 2004 - 10:23:56 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ To be honest, there isn't any real easy way to make the sky fit the contour of the brushes.<br>
+ <br>
+ I did a search for the tutorial RMF to see if I could upload it but I couldn't find it. I may redo it if
+ I get a chance.<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c1265"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1255">JP__JP</a></span><span
+ class="right">Posted: Nov 19th, 2004 - 2:26:47 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ always when i try to load my exported rmf into hammer, it locks up and says it's not responding<img
+ src="../../images/emotes/yelling.gif" width="32" height="32" alt="yelling">. Does anyone know howto
+ fix it?<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c1266"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Nov 19th, 2004 - 2:57:51 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ What version of Hammer? The RMF TG exports is NOT for the Source Hammer editor (try a MAP file).<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c1319"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1328">sdfg</a></span><span
+ class="right">Posted: Feb 11th, 2005 - 10:22:48 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Thanks Nem, great tool</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c1390"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1341">sotang</a></span><span
+ class="right">Posted: Mar 4th, 2005 - 12:01:07 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Hey Nem, got it working, thanks. Oh I have a question.. what textures are you using?
+ and how do you do the sky thing? I don't have a sky texture and I'm using the halflife.wad. Am I doing
+ something wrong? Also you could highlight a lot of the things at a time and delete them. Makes things
+ easier.. I reduced my map in about 5 minutes..... well anyway... could you explain the sky thing again
+ and what textures are you using? Thanks</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c1392"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Mar 4th, 2005 - 1:24:57 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">The textures are mostly from the various DOD .wad files.<br>
+ <br>
+ The sky can be set in the Options form. Go to the textures tab and specify the six files that make up
+ the skybox. This is a cosmetic option only.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">15.</span> <a name="c1397"
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?a=1341">sotang</a></span><span
+ class="right">Modified: Mar 5th, 2005 - 10:23:28 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">yeah, but I do not have a skybox texture.... it's not included in my halflife.wad. I
+ do not currently have any custom .wad's either... hmmm and I have two questions. How do I add a tree and
+ how do I get a forest type sky...? Thanks</div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?c=57&amp;o=15#p57">2</a>
+ ]</div><br>
+ <div class="info center">You must be logged in to post a comment.<br>New users can register <a
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+ v1.3.3 Full</a></span><br><span class="title">» <a
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?c=154#p154">VTF
+ Plug-In for Photoshop</a></span><br><span class="title">» <a
+ href="https://web.archive.org/web/20170915151505/http://nemesis.thewavelength.net/index.php?c=169#p169">GCFScape
+ v1.8.6 Full</a></span><br></div>
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+ <div class="heading1"><span class="title">Newest Member</span></div>
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+ <div class="heading2 center"><span class="note">Nem's Tools v2.0 » 2006 <a
+ href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
+ time: 0.07963s; Queries: 14.<br>
+ </span></div>
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+</body>
+
+</html> \ No newline at end of file
diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html b/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html
new file mode 100644
index 0000000..5e7954a
--- /dev/null
+++ b/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html
@@ -0,0 +1,521 @@
+<!DOCTYPE html>
+
+<head>
+ <title>Nem's Tools [Home - News]</title>
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+ <div class="archived">This is archived copy of currently unavailable <a href="http://nemesis.thewavelength.net">Nem's
+ Tools website</a>, restored from <a
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+ <div class="separator"></div>
+ <div class="content">
+ <div class="main_area">
+ <div class="space"></div>
+ <div class="main_content">
+ <div class="group">
+ <div class="heading1">
+ <div class="space"></div><span class="left"><a name="p58"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?c=58#p58">Cliffs
+ II: Texturing Cliffs</a> - <a
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Jul 3rd, 2003 - 11:48:43 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">
+ <p>This tutorial covers some of the basic tools TG provides for texturing your terrain. It is a
+ continuation of the <a
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?c=59#p59">Making
+ Cliffs</a> tutorial and assumes you have a similar terrain to texture.</p>
+
+ <p>The terrain we generated in the previous tutorial consists of two basic layers, the cliffs and the
+ paths between the cliffs. This is the perfect setup for the 'Texture Layering Tool'. Let's load it up.
+ From the 'Tools' menu select 'Textures' then 'Set Texture Layers'. Your screen should look like this:
+ </p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff12.gif" width="424"
+ height="312" alt=""></center>
+
+ <p>First off we need to set the lower and upper bound for the path layer. For the 'Lower Bound' select
+ something that falls below the 'Min' value, for the 'Upper Bound' select something approximately one
+ third up from the 'Min' value in relation to the 'Max' value. If you're a little confused about what
+ values to use just use something you think will fall around the general range of the height of the
+ path.</p>
+
+ <p>Next we need to select what texture we want to use in this layer, since this is the path layer I
+ decided to use a grass texture. To browse through your currently loaded textures press the button with
+ the two dots beside the 'Texture' field. A window will pop up and you can select a texture by double
+ clicking it as shown below:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff13.gif" width="525"
+ height="405" alt=""></center>
+
+ <p>Next you will need to select a 'Steep Texture' this is the texture that will be used on faces that
+ have a greater incline then that of the 'Steep Angle' i.e. the cliffs. For this I have selected a rock
+ texture. When you are satisfied with the path layer press the 'Add' button. Your screen should look
+ something like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff14.gif" width="424"
+ height="312" alt=""></center>
+
+ <p>Next we need to add the cliff layer, for the 'Lower Bound' select the previous layer's 'Upper Bound'
+ and for the 'Upper Bound' use a value greater then the 'Max' value. Once you have the bounds set you
+ need to select a 'Texture' for the layer. For this use the same texture that you used for the previous
+ layer's 'Steep Texture'. Once you are happy with the cliff layer press the 'Add' button to add it to
+ our list of layers. It should all look something like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff15.gif" width="424"
+ height="312" alt=""></center>
+
+ <p>Finally press the 'Apply' button to retexture the terrain using your custom texture layers. Your end
+ result should look something like this (if it doesn't you can go back and edit the texture layers you
+ created until you get the desired texturing.):</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff16.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>Now while the 'Layer Texturing Tool' will do most of the texturing for you, you'll still notice that
+ there will be a few quads textured without the correct texture as shown below:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff17.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>To fix this simply select the 'Paintbrush' tool from the 'Tools' menu and browse to the correct
+ texture using the controls on the left of the form. Once you have the correct texture selected left
+ click and drag your mouse over the terrain you wish to retexture. The end result should look something
+ like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff18.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>Now were going to want to increase the scale of the textures to help eliminate that ugly tiling
+ effect. With the 'Paintbrush' tool move your mouse until its selection is over the grass textured
+ quads. Next press 'M' on your keyboard to mark that quad as shown below:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff19.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>Next head over to the alignment tab on the left and jack the U and V scale up to about 4. This will
+ change the scale of the selected quad as shown below:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff20.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>This is all very well and good but we want these settings to be applied to all of the grass textured
+ quads. Fortunately for us there is a simple painless way to do this. With the scaled quad still marked
+ select 'Tools' then 'Textures' and finally 'Wrap All From Marked'. Now all the grass textured quads
+ should all be scaled and aligned to the marked quad as shown below:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff21.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>All that's left now is to repeat this process with the rock textured terrain. When all's said and
+ done your end result should look something like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff22.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>Last but not least we're going to export out terrain for use in Hammer. From the 'File'menu select
+ 'Export' then 'Export Options'. This will bring up the 'Terrain Generator Options' form and allow us
+ to customize how the terrain is exported to the .RMF file. Select the below options:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff23.gif" width="344"
+ height="400" alt=""></center>
+
+ <p>Finally from the 'File' menu select 'Export' and then '.RMF File' and export your terrain to
+ somewhere on your disk (be sure to save it too so you can load it up and edit it later). We are now
+ ready to prepare our terrain for Half-Life. Please continue to the <a
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?c=57#p57">next
+ page</a>.</p>
+ </div>
+ <div class="heading1">
+ <div class="space"></div><span class="left"></span><span class="right">[ 42321 Views ]</span>
+ <div class="space"></div>
+ </div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?c=58&amp;o=15#p58">2</a>
+ ]</div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c103"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=51">omnirage</a></span><span
+ class="right">Posted: Jul 6th, 2003 - 4:09:39 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ Nice, finally know how to use the layer feature :)<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">2.</span> <a name="c124"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=150">Cambone</a></span><span
+ class="right">Modified: Jul 12th, 2003 - 9:37:57 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ Thanks You for this great Application!<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c600"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=594">EdUdE</a></span><span
+ class="right">Posted: May 7th, 2004 - 10:35:34 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ <img src="../../images/emotes/exhausted.gif" width="32" height="32" alt="exhausted"><br>
+ is there a way to make it so that there is null textures on the 90 degrees or which ones u cant see for
+ lag reduction?<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c602"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: May 8th, 2004 - 11:49:19 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ I'm sure you could use the Texture Layering Tool to accomplish that...<br>
+ <br>
+ <img src="../../images/emotes/miam.gif" width="32" height="32" alt="miam"><br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c901"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=942">Nistelrooy</a></span><span
+ class="right">Posted: Aug 30th, 2004 - 10:15:00 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ Excellent application!<br>
+ <br>
+ But i have a question: when i use the raise tool (or<br>
+ mountain tool), and then create a high textured mountain appears an ugly "texture clamping" effect in
+ the textures. This happens when quads are stretched too much in a high cliffs. So, how can i avoid this?
+ It could be possible to repeat the textures in those quads to eliminate this effect?<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c912"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Aug 30th, 2004 - 10:05:48 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ There is no automatic system for this; you'd have to manually adjust the texture on each face.<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">7.</span> <a name="c1388"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1341">sotang</a></span><span
+ class="right">Modified: Mar 2nd, 2005 - 11:55:07 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I have used the "mark" and then U-V up to 4.00. I hit nothing else, and then I go to
+ Tools<br>
+ -&gt;Textures-&gt;Wrap All from Marked. I do this and nothing happens. I tried it with the rock wall
+ too, nothing. Is there something else I have to do? I still have the box checked when I'm doing it too.
+ It's just like you showed, but it won't work...<img src="../../images/emotes/exhausted.gif" width="32"
+ height="32" alt="exhausted">. Lol gettin flustered with this. Oh well, it's an AWESOME
+ program anyway A++++++ good work Nem.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c1389"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Mar 3rd, 2005 - 1:27:34 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Because of the way the control works in Windows, you can't just type in 4, you have
+ to use the arrows (or type 4 then use the arrows).</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c1411"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1419">c0uchm0nster</a></span><span
+ class="right">Posted: Mar 8th, 2005 - 4:56:28 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Trying to export to vmf I get:<br>
+ <br>
+ terrain size not divisible by displacement subdivision size<br>
+ terrain size should be a multiple of 4, 8 or 16 (and the appropriate displacement power selected)<br>
+ <br>
+ I've tried subdivision size 2, 3, and 4. Terrain size is 30, 30, 256<br>
+ <br>
+ X range: 7680<br>
+ Y range: 7680<br>
+ Z range: 1838<br>
+ multiply them is divisible by 4, 8, AND 16<br>
+ <br>
+ So I've tried every option and still get the error on export - any suggestions? Thanks</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c1412"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Mar 8th, 2005 - 5:22:16 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Sorry, to clarify, the amount of triangles on each axis should be divisible by 4, 8
+ or 16 (preferably one of the latter two), not the physical dimensions. For example, 32, 32, and 256
+ would work for all three.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c1414"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1419">c0uchm0nster</a></span><span
+ class="right">Posted: Mar 8th, 2005 - 5:26:37 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">ah, thanks - you might want to change that in your tutorial on page 1 of the cliffs
+ stuff, as it suggests 30 30 256<br>
+ guess i've gotta start over <img src="../../images/emotes/sad.gif" width="32" height="32" alt="sad">
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c1416"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Mar 8th, 2005 - 5:43:56 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Well, keep in mind that this tutorial was designed for Half-Life, not Half-Life 2.
+ For Half-Life 2 I would suggest something more like 160, 160, 96. This will give you a very large
+ detailed terrain.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c1481"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1526">BTRY
+ B 529th FA BN</a></span><span class="right">Posted: Apr 14th, 2005 - 7:30:19 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I see under 'Texture Browser' in pic 2 there are a few folders to choose textures
+ under 'WAD Files/terrain' like 'grass' 'dirt' etc etc. I am extremely new at this so I have to ask this
+ question. Where or how do i get texture folders like that? Do i need some sort of .wad viewer to sort
+ through textures and put them into a folder? or.... please help<br>
+ <br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c1482"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1528">Homer</a></span><span
+ class="right">Modified: Apr 14th, 2005 - 10:12:39 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><span style="color: orange;">How do you set the Background image or SKY Image?<br>I
+ would like to use an outside/myown background if that possable?<br><br>By the way this is a great
+ tool.</span> <img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"></div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">15.</span> <a name="c1484"
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Apr 16th, 2005 - 1:15:04 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">The texture grouping is done by &lt;wadname&gt;.wdl files located in your ...\Terrain
+ Generator\config\wads folder. These are simple text files that are used to tell Terrain Generator how to
+ group textures, but are not necessary for viewing them.<br>
+ <br>
+ The background is set in the Options form under the Textures tab. There are six dialogs that allow you
+ to select each of the six faces in your skybox. Terrain Generator expects the textures to be in the
+ standard Half-Life format. They have no effect on the outcome of your terrain.</div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170915150412/http://nemesis.thewavelength.net/index.php?c=58&amp;o=15#p58">2</a>
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+ <div class="separator"></div>
+ <div class="heading2 center"><span class="note">Nem's Tools v2.0 » 2006 <a
+ href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
+ time: 0.07963s; Queries: 14.<br>
+ </span></div>
+ </div>
+ </div>
+</body>
+
+</html> \ No newline at end of file
diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html b/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html
new file mode 100644
index 0000000..1e6c992
--- /dev/null
+++ b/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html
@@ -0,0 +1,545 @@
+<!DOCTYPE html>
+
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+ <div class="space"></div><span class="left"><a name="p59"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?c=59#p59">Cliffs
+ I: Generating Cliffs</a> - <a
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Jul 4th, 2003 - 12:01:39 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">
+ <p>This tutorial series goes through the basic steps needed to create a cliff based level for Half-Life.
+ Additionally it will cover many of TG's basic tools, generation and texturing features as well as how
+ to plan your level to insure it performs well in Half-Life.</p>
+
+ <p>First off we need to create some starting terrain. To do this we first need to access the 'New
+ Terrain' form in TG. From the 'File' menu select 'New'. For this tutorial I chose to use a setting of
+ 48 triangles along the X and Y axis with a triangle size of 160 units. This will produce a large
+ +/-3840 unit level which is just inside the +/-4096 hard-coded Half-Life limit. Your screen should
+ look something like this:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff1.gif" width="296"
+ height="184" alt=""></center>
+
+ <p>Now it is important to note that increasing the size of each triangle and decreasing the number of
+ triangles along each axis will reduce r_speeds and compile times, so feel free to experiment with
+ these values as I have chosen a very detailed terrain. Other configurations such as 40/40/192 and
+ 30/30/256 will all result in the same sized terrain with the latter containing approximately 40% of
+ the triangles. Once you are happy with your setting hit 'OK', you should now be staring at some
+ terrain:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff2.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>Next we are going to add some generated features to the terrain. From the 'Terrain' menu select
+ 'Generate'. Under the 'Geometric' tab check the 'Circle Algorithm' and fill in the below settings,
+ this will produce some mild bumpy features on the terrain.</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff3.gif" width="400"
+ height="296" alt=""></center>
+
+ <p>We next want to smooth these features down to be less obtrusive. To do this we will use both the
+ 'Smooth' and 'Erode' options under the 'Smoothing' tab. Your settings should look something like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff4.gif" width="400"
+ height="296" alt=""></center>
+
+ <p>Finally, since this is random terrain, we will probably want to try the generation features a couple
+ of times until we get one that most suits are needs, to do this we will need to reset the terrain from
+ generation to generation. Under the 'Miscellaneous' tab select the 'Reset' option and give it a value
+ of 0:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff5.gif" width="400"
+ height="296" alt=""></center>
+
+ <p>Now that we have everything set up all we have to do is press the 'Generate' button. This will close
+ the 'Terrain Generation Features' form and generate our settings on the terrain. The end result we are
+ looking for is shown below, basically a flat yet uneven landscape. If you are not happy with the
+ result all you have to do is select 'Regenerate' from the 'Terrain' menu and a new set of features
+ will be generated. Feel free to experiment with the settings until you're happy with your starting
+ terrain. Here is what my terrain currently looks like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff6.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>Next we are going to add some height variations to our terrain to build the cliffs off of. Select
+ 'Raise/Lower' from the 'Tools' menu and drag four or five sections of the terrain up 1000-2000 units.
+ Your end result should look something like (I know it looks silly):</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff7.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>We are about to perform some pretty severe alterations to our terrain so it might be a good idea to
+ back it up first, in the 'Edit' menu select 'Push Revert'. This will save a copy of your terrain on
+ TG's Undo/Redo stack which you can pop back up at any time (restoring your terrain back to the state
+ it was in when you pushed it on the stack (phew)).</p>
+
+ <p>Next lets create some cliffs. Grab the 'Flatten' tool from the 'Tools' menu and position it so its
+ selection is on top of one of the chunks of terrain we raised with the 'Raise/Lower' tool. Now press
+ and hold your left mouse button and drag your selection outlining any paths you want to create in your
+ terrain. If you're confused check the below picture and you should be able to figure out what I mean.
+ If you screw up you can always select 'Undo' from the 'Edit' menu, or if there aren't enough undo
+ states to undo what you've done, just pop the revert state back with the 'Pop Revert' button. Your end
+ result should look something like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff8.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>Now we've got some nice smooth paths running through some horrible blocky terrain. Let's remedy that
+ shall we? What we basically want to do is smooth the cliff portion of our terrain without touching our
+ paths (the terrain in between the cliffs). From the 'Tools' menu select the 'Lock' tool. Next proceed
+ to drag this tool along the paths of your terrain highlighting all the vertices you want to lock in
+ green. If you lock anything you didn't want to you can either press 'Undo' or use the 'Unlock' tool.
+ Your paths should be highlighted as shown below:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff9.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>To complete our cliffs out were going to perform some erosion and smoothing on them via the 'Terrain
+ Generation Options' form (from the 'Terrain' menu select 'Generate'). First make sure nothing we don't
+ want to run is checked, right click anywhere on the form and select 'Uncheck All Options' (or just go
+ through each tab unchecking everything as you go). Next fill out the 'Smoothing' tab to look something
+ like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff10.gif" width="400"
+ height="296" alt=""></center>
+
+ <p>Finally hit the 'Generate' button and your cliffs should appear all smooth without affecting your
+ paths. Here is what my terrain currently looks like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/tgcliff11.gif" width="532"
+ height="431" alt=""></center>
+
+ <p>From here you may continue to modify your terrain until you have it exactly as you want it. If you
+ wish to unlock all the locked vertices you can accomplish this by selecting 'Tools' then 'Locking'
+ then 'Unlock All Points'. Once you are happy with your terrain head on over to the <a
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?c=58#p58">next
+ page</a> and we'll discus how to texture it.</p>
+ </div>
+ <div class="heading1">
+ <div class="space"></div><span class="left"></span><span class="right">[ 59659 Views ]</span>
+ <div class="space"></div>
+ </div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?c=59&amp;o=15#p59">2</a>
+ ]</div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c298"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=349">cs_swe</a></span><span
+ class="right">Modified: Dec 12th, 2003 - 2:08:45 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br><span style="color: red;">hej</span><br><img
+ src="../../images/emotes/halloween.gif" width="32" height="32" alt="halloween"> <span
+ style="background: #9999ff;">ddddddddd color</span><br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">2.</span> <a name="c431"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=447">FelkisBrazil</a></span><span
+ class="right">Posted: Feb 2nd, 2004 - 7:06:02 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ Well... you guys did a wonderful work with this tutorials... they couldn�t be more explained than
+ this..<br>
+ <br>
+ I just got a problem... I made my terrain, following all your instructions and it worked... the problem
+ is that when i select TEXTURE, from the TOOLS MENU, nothing is avaiable there (cant click on
+ anything)..<br>
+ <br>
+ What did i do Wrong? <br>
+ I wanna make a CS map<br>
+ <br>
+ Tks!!!<br>
+ <br>
+ <br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c432"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=447">FelkisBrazil</a></span><span
+ class="right">Posted: Feb 2nd, 2004 - 7:11:52 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ I got it... just had to choose a WAD file in the PACKAGE menu!<br>
+ <br>
+ U guys r the best =]<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c470"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=479">WarHawk</a></span><span
+ class="right">Posted: Feb 22nd, 2004 - 6:34:09 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>im kinda new to all this [n00b big time and yes i admit it] and i cant get my
+ camera to change i can strafe side to side turn and go forward or backwards but ive tried everything to
+ look Down or up and it wont....... also i cant get the background pics like the sky and that which just
+ looking at a bit of map in the pitch black is kinda..... depressing plus it would give me a chance to
+ see what kinda backgrounds would work well with me terrain<br>
+ <br>
+ need help<br>
+ most appreciated<br>
+ thanx <br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c471"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=479">WarHawk</a></span><span
+ class="right">Posted: Feb 22nd, 2004 - 8:46:16 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>ok i was stupid obviously i didnt do everything as i found out how to look down [
+ stupid right mouse button] so thats that sorted i still dont know how to put in the sky/background
+ tho<br>
+ <br>
+ and ideas<br>
+ <br>
+ thanx again<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c474"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Modified: Feb 22nd, 2004 - 10:06:43 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ 'How to move' is also explained in the FAQ...<br>
+ <br>
+ <img src="../../images/emotes/lazy.gif" width="32" height="32" alt="lazy"><br>
+ <br>
+ Anyways, to set the background pictures go to your 'Tools-&gt;Options' form, from there head over to the
+ 'Textures' tab and use the six fields (Up, Down, Right, Left, Front and Back) to allow you to set the
+ six different sky textures.<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">7.</span> <a name="c536"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=543">TheMajor</a></span><span
+ class="right">Posted: Apr 9th, 2004 - 2:43:28 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ I'm having trouble in Windows XP adding a WAD package - it stops responding after about 5 minutes.
+ Please help if you can!<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c540"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Apr 9th, 2004 - 10:18:58 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ If it is the Half-Life.wad or some other massive WAD don't bother trying to load it. TG wasn't really
+ ment to handle them (though 5 minutes seems a litle high).<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c881"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=913">sWeeX-</a></span><span
+ class="right">Posted: Aug 25th, 2004 - 5:48:56 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ <img src="../../images/emotes/cool.gif" width="32" height="32" alt="cool">heej<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c1089"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=1070">Qslig</a></span><span
+ class="right">Posted: Sep 30th, 2004 - 1:15:16 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>Next lets create some cliffs. Grab the 'Flatten' <div class="vbtitle">Quote:
+ </div>
+ <div class="vbquote">tool from the 'Tools' menu and position it so its selection is on top of one of the
+ chunks of terrain we raised with the 'Raise/Lower' tool. Now press and hold your left mouse button and
+ drag your selection outlining any paths you want to create in your terrain. If you're confused check
+ the below picture and you should be able to figure out what I mean. If you screw up you can always
+ select 'Undo' from the 'Edit' menu, or if there aren't enough undo states to undo what you've done,
+ just pop the revert state back with the 'Pop Revert' button. Your end result should look something
+ like</div><br>
+ <br>
+ I cant get it like that, when I use flattern tool it only make it flat not cliffs like that =/<br>
+ <br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c1171"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=1141">warlords909</a></span><span
+ class="right">Modified: Oct 28th, 2004 - 10:29:13 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ ok.. i have everything right expect this textures... i tryed to get a wad picture file but it displays
+ none in the package menu.. i also tryed to get sky texture but they diisplayed none eaither i am running
+ on windows xp is that a problem how can i get these texturez???!!?!? plz help<img
+ src="../../images/emotes/alarmed.gif" width="32" height="32" alt="alarmed"><br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c1332"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=1340">Methisitos</a></span><span
+ class="right">Posted: Feb 18th, 2005 - 5:04:09 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I can't find any wad packages to add anywhere. <br>
+ Windows xp here. Any help would be much appreciated.<img src="../../images/emotes/halloween.gif"
+ width="32" height="32" alt="halloween"></div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c1335"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Feb 18th, 2005 - 10:23:08 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">They are locked away in your GCF files. You need to use GCFScape to extract the ones
+ you want.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c1337"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=1340">Methisitos</a></span><span
+ class="right">Posted: Feb 19th, 2005 - 11:24:17 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I downloaded the gcfscape and looked through every gcf file I could with no luck.
+ This is for HL2 btw. <img src="../../images/emotes/apple.gif" width="32" height="32" alt="apple"></div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">15.</span> <a name="c1338"
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Feb 19th, 2005 - 12:33:10 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Ah, OK. Terrain Generator was designed for Half-Life 1 and as such texturing for
+ Half-Life 2 is kind of limited (at this point). It can still be done, however, read my various posts in
+ <a
+ href="https://web.archive.org/web/20170822212756/http://www.chatbear.com/board.plm?a=viewthread&amp;t=424,1102888916,7007&amp;id=752365&amp;b=4989&amp;v=flatold">this
+ thread</a> to see how.<br>
+ <br>
+ One of my priority projects is a rewrite of Terrain Generator (i.e. v4) to add full Source support and
+ interoperability and to improve the rendering engine to support larger terrains.</div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170822212756/http://nemesis.thewavelength.net/index.php?c=59&amp;o=15#p59">2</a>
+ ]</div><br>
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+ <div class="heading2 center"><span class="note">Nem's Tools v2.0 » 2006 <a
+ href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
+ time: 0.07963s; Queries: 14.<br>
+ </span></div>
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diff --git a/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html b/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html
new file mode 100644
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--- /dev/null
+++ b/subpages/Terrain_Generator-Tutorials/Making_A_Cave.html
@@ -0,0 +1,515 @@
+<!DOCTYPE html>
+
+<head>
+ <title>Nem's Tools [Home - News]</title>
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+ <div class="archived">This is archived copy of currently unavailable <a href="http://nemesis.thewavelength.net">Nem's
+ Tools website</a>, restored from <a
+ href="https://web.archive.org/web/20191202151405/http://www.nemesis.thewavelength.net/">Web Archive</a>. <br>
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+ <div class="main_content">
+ <div class="group">
+ <div class="heading1">
+ <div class="space"></div><span class="left"><a name="p36"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=36#p36">Making
+ A Cave</a> - <a
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: May 26th, 2003 - 11:03:17 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">
+ <p>In this sample tutorial I will describe one of the best ways to create a cave in Terrain Generator.
+ This tutorial also shows the general use of the Raise/Lower and Touch-Up tools as well as the
+ smoothing pass.</p>
+
+ <p>First off we need to generate our starting terrain. Because this is only a small cave I chose 12 * 12
+ dimensions with the Length set to 128 units. Don't use any of the other generation options for this
+ step.</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave1.jpg" width="542" height="425"
+ alt=""></center>
+
+ <p>Once you've got the terrain ready select the 'Touch-Up' tool. With it lock all the vertecies that you
+ don't want to use for your cave, ie outline the shape of your cave by locking all the vertecies
+ outside of it. To lock a vertex simply press the 'L' key when you have it highlighted. You can cycle
+ through the selected vertex in a square by rolling your mouse wheel. Also locking lots of vertecies
+ tends to slow the program down, to fix this you can choose not to highlight locked vertecies in the
+ 'View--&gt;Highlight' menu. Your final outline should look something like this:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave2.jpg" width="544" height="505"
+ alt=""></center>
+
+ <p>Next alter the heights of the vertecies on the border of the outline with the 'Touch-Up' tool so that
+ they form a uneven outline. Note you can use the 'Page Up' and 'Page Down' keys for greator control:
+ </p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave3.jpg" width="544" height="505"
+ alt=""></center>
+
+ <p>Now were going to make the bottom half of our cave. With the Raise/Lower tool make a rough outline of
+ the shape of the caves base. Next run it through a smoothing pass (in the 'Map' menu) this will give
+ you a good smooth general shape to work off of. Finally add some roughness back into the terrain with
+ the 'Raise/Lower', 'Noise', or 'Touch-Up' tool (up to you). Your result may look something like this:
+ </p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave4.jpg" width="544" height="505"
+ alt=""></center>
+
+ <p>Now that the bottom of our cave is complete were ready to export it. In the 'File--&gt;Export' menu
+ select the 'Exportation Options'. I'd recommend you use the 'Best Fit' style and uncheck the 'Hints'
+ and 'Sky Brushes'. Also make sure for the 'Direction' you have 'Flatten Bottom' selected. Now that
+ your ready export it using the 'Export to .MAP File' command:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave5.jpg" width="287" height="258"
+ alt=""></center>
+
+ <p>Next were going to take the terrain we made for the bottom of the cave and reuse it for the top.
+ Simply take the 'Raise/Lower' tool and following the steps used before do the same thing only make it
+ a hill instead of a valley. Your finished result may look something like:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave6.jpg" width="544" height="505"
+ alt=""></center>
+
+ <p>Again were going to export the terrain only this time were going to set the 'Direction' to 'Flatten
+ Top'. Once you've done that export the terrain again (only to a different file):</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave7.jpg" width="287" height="258"
+ alt=""></center>
+
+ <p>For this next step I'm going to be using the QuArK editor. However, this step does not require any
+ special features and simply reading what I write should be enough for you WorldCraft users to follow.
+ Start a new map in your editor and copy and paste the cave bottom and cave top into it. Then simply
+ align the two together (because we locked the outer vertecies it'll be a perfect fit)! It should look
+ something like this when your done:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave8.jpg" width="506" height="518"
+ alt=""></center>
+
+ <p>Next we can clean it up a bit by deleting any unused triangles:</p>
+
+ <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave9.jpg" width="506" height="518"
+ alt=""></center>
+
+ <p>And last but not least we'll add some funky lighting, a walkway, and stick a little hole in the roof
+ for looks. This is what my finished terrain looked like in Half-Life. Not bad eh?</p>
+
+ <center>
+ <a href="../../images/subpages/Terrain_Generator-Tutorials/cave10.jpg"><img
+ src="../../images/subpages/Terrain_Generator-Tutorials/cave10.jpg" width="320" height="240"
+ border="0" alt=""></a><br><br>
+ <a href="../../images/subpages/Terrain_Generator-Tutorials/cave11.jpg"><img
+ src="../../images/subpages/Terrain_Generator-Tutorials/cave11.jpg" width="320" height="240"
+ border="0" alt=""></a><br><br>
+ <a href="../../images/subpages/Terrain_Generator-Tutorials/cave12.jpg"><img
+ src="../../images/subpages/Terrain_Generator-Tutorials/cave12.jpg" width="320" height="240"
+ border="0" alt=""></a>
+ </center>
+
+ <p>I've uploaded my finished map so you can take a look at it. Unfortunately the map is phrased in QuArK
+ which means WorldCraft users will lose some texture alignment data when they view it. You can get it
+ <a
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/files/files/samplecave.zip">here</a>
+ (23kb zipped).</p>
+ </div>
+ <div class="heading1">
+ <div class="space"></div><span class="left">Modified: Jul 2nd, 2003 - 11:32:38 am</span><span
+ class="right">[ 39946 Views ]</span>
+ <div class="space"></div>
+ </div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=36&amp;o=15#p36">2</a>
+ ]</div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c163"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=194">hugo786</a></span><span
+ class="right">Posted: Aug 8th, 2003 - 12:18:19 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ I just found tg and am reading your tutorials, and just thought i'd say that this is an old version of
+ tg in this tutorial and is a lot different from the new version. I guess it really isn't important, i
+ just thought i'd point it out.<br>
+ Just thought i'd also say tg is a great tool. Thx!<img src="../../images/emotes/happy.gif" width="32"
+ height="32" alt="happy"><br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">2.</span> <a name="c165"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Aug 8th, 2003 - 10:34:51 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ It was v2.3.0 Beta, I've been meaning to update it but it still should get the job done as is.<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c201"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=228">Xenocide</a></span><span
+ class="right">Posted: Aug 30th, 2003 - 12:57:31 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ Although this is a good tutorial, i dont understand the "Exportation" part towards the end<img
+ src="../../images/emotes/sad.gif" width="32" height="32" alt="sad"> ,
+ but apart from that TG is a really useful program <img src="../../images/emotes/happy.gif" width="32"
+ height="32" alt="happy">Thank. Also how can i play these maps on CS, im new..<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c203"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Modified: Aug 6th, 2006 - 6:58:29 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Basically you are exporting two terrains, one is the top half of your cave, and the
+ other is the bottom half. In TG v3.0.0 Beta <i>Top</i> is equivalent to <i>Flatten Bottom</i> and
+ [i]Bottom[.i] is equivalent to <i>Flatten Top</i>.<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c260"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=295">zoltan</a></span><span
+ class="right">Posted: Oct 24th, 2003 - 10:35:50 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ Hey nem,<br>
+ <img src="../../images/emotes/folder.gif" width="32" height="32" alt="folder"><br>
+ <br>
+ Since you are apparently well versed in the ways of map making, I was wondering what you considered as
+ the pros and cons of the various map making tools (Hammer vs. Worldcraft vs. QuArK)<br>
+ <br>
+ I currently am trying to learn Hammer, but when I export your files to hammer .rmf format, they lose all
+ their textures and the water disappears.<br>
+ <br>
+ Also, is it easier for half-life to run a map made with a room cut out of a series of large triangles
+ (as exported by your terrain editor) or as a set of walls?<br>
+ <br>
+ any kind of general tips would be meditated upon daily.<br>
+ <br>
+ Thanks in advance, Zoltan (n00b local chapter 133)<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c261"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Modified: Aug 6th, 2006 - 6:59:05 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I'm not going to go into the pros and cons of the various editors because in the end
+ they are all capable of the same thing; it's just a matter of preference.<br>
+ <br>
+ You shouldn't be losing your texture information when you open the .rmf files TG creates in Hammer. You
+ do however need the same .wad files you use in TG to be open in Hammer.<br>
+ <br>
+ TG exports triangles because it simplifies the whole process (triangles must be planar). Do not go
+ splitting your walls up into triangles, it will produce more polygons then necessary and confuse
+ CSG.<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">7.</span> <a name="c584"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=580">Griffin</a></span><span
+ class="right">Posted: Apr 28th, 2004 - 6:21:20 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ how do i hollow out the cave once i have the two halves put together?<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c586"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Apr 29th, 2004 - 7:28:51 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><br>
+ The cave should be hollow if you set the exportation options correctly. TG 3.0.0 supports the same
+ options.<br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c1555"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1600">rt</a></span><span
+ class="right">Posted: May 29th, 2005 - 7:34:19 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">where do you get the quark editor and can you export in .xml<br>
+ <img src="../../images/emotes/where.gif" width="32" height="32" alt="where"> </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c1558"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: May 30th, 2005 - 12:35:17 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">You can find it <a
+ href="https://web.archive.org/web/20170915131025/http://dynamic.gamespy.com/~quark/">here</a>. And no,
+ it doesn't export .xml files...</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c1902"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=2023">nems_tools</a></span><span
+ class="right">Posted: Feb 26th, 2006 - 9:43:47 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">i was wondering how you can get both bottem half file and top half file onto one
+ project. thanks.<br>
+ <br>
+ <br>
+ <br>
+ <br>
+ P.S: this program is great</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c1905"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Feb 27th, 2006 - 12:40:39 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">It depends on the editor you are using, but usually if you open both in separate
+ windows, you can copy from one window to the other.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c2005"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=2178">Eagle
+ 1</a></span><span class="right">Posted: May 25th, 2006 - 6:51:30 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">hay, I have been using TG for a while now and i was wondering if you where going to
+ make another version or up date the current... if so could i recomend putting in a "invers terrain" that
+ works in the same way as the "invers locked points" <br>
+ <br>
+ BTW TG is freaking awsome</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c2007"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: May 26th, 2006 - 9:48:55 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I've been meaning to rewrite it using Crafty's engine, however, it will have to wait
+ until Crafty is done. I don't mean to abandon TG, I just have so many other projects that it's hard to
+ keep them all alive at the same time.<br>
+ <br>
+ Just an idea, but if you have a section of terrain that you'd like to invert, you could lock the rest of
+ the terrain, then scale that section by -1.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">15.</span> <a name="c2655"
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=2935">[]v[]</a></span><span
+ class="right">Posted: Sep 26th, 2007 - 4:50:39 am</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">I used this to create my cave in Castle Attack. cheers.</div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=36&amp;o=15#p36">2</a>
+ ]</div><br>
+ <div class="info center">You must be logged in to post a comment.<br>New users can register <a
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=36&amp;o=0&amp;action=addauthor">here</a>.
+ </div>
+ </div>
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+ <div class="group">
+ <div class="heading1"><span class="title">Terrain Generator</span></div>
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+ History</a></span><br><span class="title">» <a
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+ <div class="heading2 center"><span class="note">Nem's Tools v2.0 » 2006 <a
+ href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
+ time: 0.07963s; Queries: 14.<br>
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+</body>
+
+</html> \ No newline at end of file
diff --git a/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html b/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html
new file mode 100644
index 0000000..b436799
--- /dev/null
+++ b/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html
@@ -0,0 +1,634 @@
+<!DOCTYPE html>
+
+<head>
+ <title>Nem's Tools [Home - News]</title>
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+ <div class="archived">This is archived copy of currently unavailable <a href="http://nemesis.thewavelength.net">Nem's
+ Tools website</a>, restored from <a
+ href="https://web.archive.org/web/20191202151405/http://www.nemesis.thewavelength.net/">Web Archive</a>. <br>
+ Download section now provides links to both Web Archive and to unofficial Github mirror.
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+ </div>
+ <div class="separator"></div>
+ <div class="content">
+ <div class="main_area">
+ <div class="space"></div>
+ <div class="main_content">
+ <div class="group">
+ <div class="heading1">
+ <div class="space"></div><span class="left"><a name="p56"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=56#p56">Terrain
+ Generator Map Files</a> - <a
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Jul 1st, 2003 - 3:38:42 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content"><b>Data Types:</b><br><br>
+
+ <center>
+ <table>
+ <tbody>
+ <tr>
+ <td class="title">
+ <center>Type</center>
+ </td>
+ <td class="title">
+ <center>Description</center>
+ </td>
+ </tr>
+ <tr>
+ <td class="argument" valign="top">
+ int
+ </td>
+ <td class="value1" valign="top">
+ 32 Bit Integer
+ </td>
+ </tr>
+ <tr>
+ <td class="argument" valign="top">
+ float
+ </td>
+ <td class="value1" valign="top">
+ 32 Bit IEEE Floating Point Number
+ </td>
+ </tr>
+ <tr>
+ <td class="argument" valign="top">
+ bool
+ </td>
+ <td class="value1" valign="top">
+ 8 Bit Boolean
+ </td>
+ </tr>
+ <tr>
+ <td class="argument" valign="top">
+ string
+ </td>
+ <td class="value1" valign="top">
+ Variable Length String. (An int followed by an ASCII char array, no null terminator.)
+ </td>
+ </tr>
+ </tbody>
+ </table>
+ </center>
+
+ <br><br>
+ <b>Structures:</b><br>
+
+ <p>Header:</p>
+ <div class="vbcode">
+ typedef struct Header300
+ {
+ int XSize; // Number of vertices on the X axis.
+ int YSize; // Number of vertices on the Y axis.
+ float QuadSize; // Length of each quad.
+ } Header300;
+ </div>
+
+ <p>Vertex3f:</p>
+ <div class="vbcode">
+ typedef struct Vertex3f
+ {
+ float X;
+ float Y;
+ float Z;
+ } Vertex3f;
+ </div>
+
+ <p>Vertex2f:</p>
+ <div class="vbcode">
+ typedef struct Vertex2f
+ {
+ float U;
+ float V;
+ } Vertex2f;
+ </div>
+
+ <p>TG Vertex:</p>
+ <div class="vbcode">
+ typedef struct TGVertex
+ {
+ Vertex3f Vertex; // X,Y,Z coordinates of vertex.
+ bool Locked; // Vertex locked.
+ } TGVertex;
+ </div>
+
+ <p>TG Face:</p>
+ <div class="vbcode">
+ typedef struct TGFace
+ {
+ string Texture; // Texture name.
+ Vertex2f Shift; // Texture shift.
+ Vertex2f Scale; // Texture Scale.
+ float Rotation; // Texture rotation in degrees.
+ } TGFace;
+ </div>
+
+ <br><br>
+ <b>File Layout:</b><br>
+
+ <p>TGM File:</p>
+ <div class="vbcode">
+ {
+ string Version; // TGM Version ('TGM300').
+ Header300 Header; // Header information.
+ TGVertex Vertices[]; // Array of Vertices.
+ TGFace Faces[]; // Array of Faces.
+ }
+ </div>
+ </div>
+ <div class="heading1">
+ <div class="space"></div><span class="left">Modified: Jul 1st, 2003 - 3:55:46 pm</span><span
+ class="right">[ 26548 Views ]</span>
+ <div class="space"></div>
+ </div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=56&amp;o=15#p56">2</a>
+ ]</div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c2554"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Jul 18th, 2007 - 1:26:51 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">hi nem,<br>how do implement your string type? Is it in a library or #include
+ somewhere already?<br>I did typedef char* string; and my prog compiled but I suspect that isn't how it
+ is supposed to be done. <br>When you say "An int followed by an ASCII char array, no null terminator."
+ do you mean the int stores the length of the char array, maybe like:<br>struct string<br>{<br> int
+ length;<br> char[] txt;<br>
+ };<br>
+ <br>
+ Thx for your help</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">2.</span> <a name="c2555"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Jul 18th, 2007 - 2:12:12 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">They'd appear as the struct you declared in the file, but they're variable length, so
+ you can't read them directly as a struct. This should work:<br><br>
+ <div class="vbtitle">Code:</div>
+ <div class="vbcode">int iLength = 0;<br>fread(&amp;iLength, sizeof(int), 1, pFile);<br>char *lpString =
+ new char[iLength + 1];<br>fread(lpString, sizeof(char), iLength, pFile);<br>lpString[iLength] = '\0';
+ </div>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c2561"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Jul 19th, 2007 - 1:36:41 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">hey nem, thanks for the info. <br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c2563"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Jul 19th, 2007 - 5:40:55 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">hey nem, i got another question:<br>
+ i was reading the texture area of a file and there seems to be a lot more TGFace items than i thought. I
+ was assuming that there were 2 TGFace items in the array for every square created by the grid of points.
+ I kept reading more and more than that trying to find the end of the file and there was way more than I
+ expected. Thanks for your help.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c2564"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Jul 19th, 2007 - 6:47:18 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Not sure if you're asking a question, but to clarify, there are Header300.XSize *
+ Header300.YSize vertices and (Header300.XSize - 1) * (Header300.YSize - 1) faces. If you only want the
+ height data, then you only need to read the first vertex section, if you want the texture data, you have
+ to read the second face section. To interpret the second section, think of the terrain consisting of
+ strips of quads; there is one face per quad.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c2565"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Jul 19th, 2007 - 7:33:47 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">here's the code when i assumed the faces were triangles, 2 per quad, which is twice
+ as many as what you are saying:<br><br>[code]<br> int numtriangles = 2 * (m_Header-&gt;XSize-1) *
+ (m_Header-&gt;YSize-1);<br> m_Faces = new TGFace[numtriangles];<br> for (i=0; i &lt; numtriangles;
+ i++)<br> {<br> fread(&amp;iStrLength, sizeof(int), 1, pFile);<br> m_Faces[i].Texture.length =
+ iStrLength;<br> m_Faces[i].Texture.txt = new char[iStrLength];<br> fread(&amp;m_Faces[i].Texture.txt,
+ sizeof(char), iStrLength, pFile);<br> //m_Faces[i].Texture.txt[iStrLength+1] = "\0";<br>
+ fread(&amp;m_Faces[i].Shift, sizeof(Vertex2f), 1, pFile);<br> fread(&amp;m_Faces[i].Scale,
+ sizeof(Vertex2f), 1, pFile);<br> fread(&amp;m_Faces[i].Rotation, sizeof(float), 1, pFile);<br> printf
+ ("%f %f\n",m_Faces[i].Rotation,m_Faces[i].Rotation);<br> printf ("%s\n",m_Faces[i].Texture.txt);<br>
+ }<br> printf ("%d %d",numverts, i);<br>[/code]<br>
+ I'm testing with a 121 point (11 x 11) file, and the value of "i" at the end prints 200.<br>
+ <br>
+ I should have definitely faulted or reached EOF, but it doesn't. I even went higher than numtriangles
+ iterations, and it still didn't fault. <br>
+ <br>
+ This code is from right after reading the vertex info which i verified was read correctly and
+ completely. <br>
+ The values printed by the printf for Shift,Scale, and Rotation are all zero's (as opposed to random
+ garbage). <br>
+ The texture printf prints a blank.<br>
+ <br>
+ Also, i never assigned a texture to my test file (or even loaded a wad)., which may have something to do
+ with it.<br>
+ <br>
+ I'm basically confused how come the file seems to be so much bigger than it should be.<br>
+ <br>
+ thanks</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">7.</span> <a name="c2569"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Jul 20th, 2007 - 1:55:33 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">sorry for the hassle, i just discovered that you can read past the end of the file
+ and not throw an exception. Very un c/c++ like. Twas like you said of course. <br>
+ <br>
+ This may have been discussed elsewhere on the site, but does TG have the ability to increase/decrease
+ number of points while keeping height info intact? And also, can TG clip parts of a terrain (and/or
+ paste or save them somewhere)?<br>
+ <br>
+ I played with TG a little, but not completely and i didn't see anything like this.<br>
+ <br>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c2575"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Jul 21st, 2007 - 8:09:58 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Each quad (pair of triangles) has one face, so you're reading in twice as many faces
+ as you need to.<br>
+ <br>
+ You cannot adjust the number of vertices per axis after you've created your terrain in TG. I'm not sure
+ what you mean by clipping the terrain.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c2581"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Modified: Aug 13th, 2007 - 6:51:51 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">i wrote a console program which does things to the terrain files. Here's the README.
+ Let me know if you want it posted here and/or if you want the code posted here. The repointing part
+ isn't perfect, but it's not bad.<br><br>here's the readme:<br>
+ <div class="vbtitle">readme:</div>
+ <div class="vbquote"><br>This program splits, scales, and/or adds/subtracts points from files created by
+ Nem's excellent terrain generator.<br><br>You should back up any files you don't want modified/lost
+ and/or read this whole thing before you use this.<br><br>This program is written in c++ and currently
+ only runs properly on linux, bsd, etc but not on windows, I believe because of different
+ implementations of "strtok". It builds on windows, and is so close to running, but alas I got fed up
+ with it, and it dogged me. It needs to run on windows bad because that is where the actual terrain
+ generator made by Nem runs. If anybody can fix this and get it to run on windows, that would be so
+ freaking awesome. It should be simple for anybody familiar with processing strings in c++ (which I
+ ain't). The bug is in main.cpp in the function LoadConfigFile where the config file is being read to
+ load the commands.<br><br>Also, this program isn't super user-friendly, as in if you specify the wrong
+ file on the command line or don't pass in the correct number or type of parameters in the config file,
+ it will simply crash without telling you anything in most cases (sometimes writing a giant core dump
+ file, if you have core dumps turned on). So if that happens, you need to go back and scrutinize all
+ your spelling, number of parameters, etc.<br><br>This program is run on the command line
+ like:<br>tgmanip filename<br>or<br>tgmanip filename &lt;configfile&gt;<br><br>"filename" is the name
+ of your terrain file, and &lt;configfile&gt; is the name of the file that tells the program what to
+ do.<br>If the program is run without specifying a config file, the program will look for a file in the
+ same directory as the terrain file with the same name but with a .cfg extension instead. If it can't
+ find a config file to use, it won't run.<br>If your paths have spaces in them, use quotes.<br><br>The
+ commands in the config file are:<br>split &lt;numbercolumns&gt; [&lt;numberrows&gt;]<br>scale
+ [sections] &lt;factor&gt; [&lt;scaleZ&gt;]<br>repoint [sections] &lt;factor&gt;<br>scroll
+ &lt;xfactor&gt; &lt;yfactor&gt;<br>rotate &lt;number of quarter turns in counterclockwise
+ direction&gt;<br>join &lt;filename1&gt; &lt;filename2&gt; &lt;vertically&gt;<br><br>Note the special
+ word: sections.<br><br>"split" will split the terrain into &lt;numbercolumns&gt; * &lt;numberrows&gt;
+ new files (without changing the original) which are the sections of the original. If
+ &lt;numberrows&gt; is omitted, then it will be the same as &lt;numbercolumns&gt;.<br><br>"scale" is
+ pretty obvious. Pass in a number. The number 1 would keep the same scale. Negative numbers will mirror
+ it twice, which essentially just rotates it 180 degrees. If the parameter &lt;scaleZ&gt; is not 0 or
+ omitted, then the heights will scale, otherwise they'll remain the same.<br><br>"repoint" multiplies
+ the current number of quads along the x axis times &lt;factor&gt; to come up with the new number of
+ quads along the x axis while maintaining the same size terrain. So again, giving it 1 will keep it the
+ same. Specifying a number less than 1 will subtract information from the terrain. Working with
+ rectangular (as opposed to perfectly square) grids can possibly result in a loss of information (a
+ strip across the top of the grid) if the resulting new quad size doesn't divide perfectly into the
+ overall height (y axis) of the grid.<br>The algorithm for figuring out the z values of the new points
+ isn't very sophisticated (ie doesn't use calculus) or psychic (not sure if calculus would help), it
+ only looks good if you repoint by a factor of 2 at a time. See below for good workaround. If somebody
+ can figure this out, that would be awesome.<br><br>"scroll" will scroll the terrain by &lt;xfactor&gt;
+ along the x axis and by &lt;yfactor&gt; along the y axis. A factor of 1 makes it scroll all the way
+ around and end up where it began, essentially doing nothing, which is what should be done (instead of
+ specifying 0) if you don't want it scrolled any in that particular direction.<br><br>"rotate" will
+ rotate the terrain by 90 degrees in the counterclockwise direction for every quarter turn
+ specified.<br><br>"join" takes 2 terrain files and joins them together into 1 terrain file. If
+ &lt;vertically&gt; is 0, the terrains will be joined side by side, otherwise they will be one above
+ the other (along the y axis). The resulting file does not have to exist beforehand and will be named
+ the same as the config file except with a .tgm extension. See below.<br><br><br>If you put the word
+ "sections" after a command, it does the command to all the sections (without modifying the original).
+ Otherwise it will modify the original.<br>There must already be a "split" command before specifying
+ "sections" in any commands. Also, the program doesn't support recursively splitting sections (unless
+ you manually run it again).<br></div><br>Examples for a config file:<br>
+ <div class="vbtitle">Code:</div>
+ <div class="vbcode"><br># pound sign is for comments in the config file<br><br># simply add more detail
+ to the original -<br># Doing a repoint to add more detail with any value other than 2 makes it look
+ wacked,<br># so if you want more detail than twice as much (like 4 times as much), simply call<br>#
+ "repoint 2" twice<br>repoint 2<br>repoint 2<br><br># split the file into 16 new files, scale them all
+ out to be bigger without scaling the height, add lots more detail to all of them<br>split 4 4<br>scale
+ sections 2 0<br>repoint sections 2<br>repoint sections 2<br>repoint sections 2<br><br># split a
+ terrain across the center horizontally into 2 pieces<br>split 1 2<br><br># scroll a terrain 30% to the
+ right, but not at all up and down<br>scroll .3 1<br><br># scroll all the newly made sections 50% in
+ both axes (don't know why you would want this)<br>scroll sections .5 .5<br><br># rotate a terrain 270
+ degrees (3 quarter turns to the left)<br>rotate 3<br><br># join 2 files side by side<br>join
+ foothills.tgm bigassmountain.tgm 0<br><br># or vertically<br>join foothills.tgm bigassmountain.tgm
+ 1<br><br># the resulting terrain file will be named the same as the config file (with a .tgm
+ extension) that<br># the join command is in even if the terrain file doesn't exist yet. So you would
+ make for example a config<br># file named "joined.cfg" and on the command line say:<br># tgmanip
+ joined.tgm<br># even though the file "joined.tgm" doesn't exist yet.<br></div>
+ </div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c2582"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Jul 25th, 2007 - 8:26:47 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">lol i totally borked the page</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c2583"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Jul 26th, 2007 - 12:43:42 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">thx for fixing my ignorant formatting. I'll try to find a place to post this program
+ for download if you don't want to host it. If you do, that would be great, but i can probably find a
+ place in a few days or so. If you want some of the code to incorporate into TG lemme know and i'll
+ post/send it. I'm probably going to add some more functions like scrolling and concatenating soon
+ too.<br>
+ BTW im doing all this so i can more easily make a planet, in case you're wondering why any of this is
+ useful.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c2588"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
+ class="right">Posted: Aug 1st, 2007 - 12:28:48 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">If you can post a link to the download, I'll put it in a more prominent spot.<br>
+ <br>
+ The current version of TG is quite inefficient, I've meant to rewrite it for well over a year, but I
+ haven't had much of a chance.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c2600"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Aug 6th, 2007 - 4:51:38 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">Yeah i know how the "haven't had much of a chance" thing goes. I'm surprised I
+ managed to get as far as I did. <br>
+ <br>
+ There is a problem with my program. I developed it on linux, where it works fine, but the part that
+ parses the config file for instructions is broken on the windows build due to (I strongly suspect)
+ different implementations of the function "strtok" between the windows version of c++ and the linux
+ version. String manipulating/parsing in c++ for me is a frustrating bitch. <br>
+ <br>
+ I tried to tweak it so it wouldn't seg fault on the windows build, but I started pulling my hair out
+ real soon so i said "fuggit". I'll probably retry soon though because I'm kind of getting tired of
+ transferring giant files all the time.<br>
+ <br>
+ I've added scrolling, but got sidetracked from adding concatenating and rotating, so here's what I might
+ can do:<br>
+ I can post everything I have somewhere, work on rotating and concatenating, and maybe some helpful soul
+ in the meantime will fix the string parsing thing on windows.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c2603"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Aug 6th, 2007 - 11:24:53 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">It's at:<br><a
+ href="https://web.archive.org/web/20170915115049/http://planet.insteadofwork.com/">http://planet.insteadofwork.com</a><br>
+ <br>
+ Feel free to use whatever code you want if you find it useful.<br>
+ <br>
+ I'm adding concatenating files and rotating soon.<br>
+ <br>
+ BTW the archives contain the source code, linux binary, and a visual studio .vcproj file and a README
+ file.</div>
+ </div><br>
+ <div class="group">
+ <div class="heading2">
+ <div class="space"></div><span class="left"><span class="title">15.</span> <a name="c2605"
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
+ class="right">Posted: Aug 7th, 2007 - 11:59:54 pm</span>
+ <div class="space"></div>
+ </div>
+ <div class="content">yo hang on making that more public yet. Textures were broken, but now they're fixed,
+ and all I've got left now is rotate</div>
+ </div><br>
+ <div class="offsets">[ 1 <a
+ href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=56&amp;o=15#p56">2</a>
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+ <div class="heading2 center"><span class="note">Nem's Tools v2.0 » 2006 <a
+ href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
+ time: 0.07963s; Queries: 14.<br>
+ </span></div>
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