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diff --git a/subpages/Comments/Terrain_Generator-page1.html b/subpages/Comments/Terrain_Generator-page1.html new file mode 100644 index 0000000..755e4e7 --- /dev/null +++ b/subpages/Comments/Terrain_Generator-page1.html @@ -0,0 +1,1186 @@ +<!DOCTYPE html> + +<head> + <title>Nem's Tools [Terrain Generator - About - About Terrain Generator]</title> + <link rel="shortcut icon" href="../../favicon.ico" type="image/x-icon"> + <link rel="stylesheet" type="text/css" href="../../css/default.css"> + <meta http-equiv="pragma" content="no-cache"> + <meta http-equiv="cache-control" content="no-cache"> + <meta name="author" content="Ryan Gregg"> + <meta name="description" content="Nem's Half-Life and Half-Life 2 editing tools."> +</head> + +<body> + <div class="banner" onclick="location.href='https://nemstools.github.io/'"> </div> + <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 this unofficial Github mirror. + </div> + <div class="main"> + <div class="group"> + <div class="separator"></div> + <div class="heading2 menu"> + <a href="../../index.html" class="menuitem">Home</a> + <a href="../../pages/GCFScape.html" class="menuitem">GCFScape</a> + <a href="../../pages/Crafty.html" class="menuitem">Crafty</a> + <a href="../../pages/VTFLib.html" class="menuitem">VTFLib</a> + <a href="../../pages/Batch_Compiler.html" class="menuitem">Batch Compiler</a> + <a href="../../pages/Terrain_Generator.html" class="menuitem">Terrain Generator</a> + <a href="../../pages/BSP_Viewer.html" class="menuitem">BSP Viewer</a> + <a href="../../pages/MAP_Viewer.html" class="menuitem">MAP Viewer</a> + <a href="../../pages/virtuAMP.html" class="menuitem">virtuAMP</a> + <a href="../../pages/Miscellaneous.html" class="menuitem">Miscellaneous</a> + </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="p2" href="#p2">About + Terrain Generator</a> - <a + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: May 26th, 2003 - 4:04:41 pm</span> + <div class="space"></div> + </div> + <div class="content"><b>About:</b> + <p>Nem's Mega 3D Terrain Generator is a relatively new terrain generator that takes a step in a + completely different direction. Unlike traditional generators where the user must depend solely on the + generators generation abilities, this generator gives its users complete 3D control over what their + terrain looks like. Users start off with a flat piece of landscape, then add to it with one, or a + combination of many powerful generation options. They then have several tools at their disposal to + literally grab the terrain and pull it as they want it. The terrain can be saved as a .tgm file for + latter use and exported to a .map file for use in any map editing programs for Quake engine based + games such as Half-Life. Additionally terrain can be exported as a .t3d for use in UnrealEd or a .rmf + or .vmf file for use in Hammer or any number of other supported formats.</p> + + <b>Screenshots:</b> + <div style="text-align: center"> + <br> + <img src="../../images/pages/tg1.gif" width="532" height="431" alt="Terrain Generator" + title="Terrain Generator"> + <br><br> + <img src="../../images/pages/tg2.gif" width="532" height="431" alt="Terrain Generator" + title="Terrain Generator"> + <br><br> + <img src="../../images/pages/tg3.gif" width="532" height="431" alt="Terrain Generator" + title="Terrain Generator - Texture browser."> + <br><br> + </div> + + <b>Features:</b> + <ul> + <li>Full 3D control over the appearance of your terrain.</li> + <li>Nine tools to help you shape your terrain.</li> + <li>Fractal terrain generation via eleven unique configurable algorithms.</li> + <li>Heightmap terrain generation.</li> + <li>Multi level Undo, Redo and Revert.</li> + <li>Four render modes: Textured, Solid, Wireframe, and Points.</li> + <li>Several different styles of lightmaps.</li> + <li>Lots of additional display options.</li> + <li>Save your terrain as a .tgm file for latter editing.</li> + <li>Exports to .vmf, .map, .rmf, .t3d, .dxf, .obj, .smf, .txt, .bmp and .jpg file formats.</li> + <li>Ability to export hint brushes along with your terrain for polygon reduction in Quake engine based + games.</li> + <li>Texture browser.</li> + <li>Simple vertex locking.</li> + <li>Recent .tgm file menu.</li> + <li>Quick and easy setup.</li> + <li>100% Free.</li> + </ul> + + <b><a href="../../pages/Terrain_Generator-Download.html">Download</a></b> + <br><br> + </div> + <div class="heading1"> + <div class="space"></div><span class="left">Modified: Feb 15th, 2007 - 4:15:07 pm</span><span + class="right">[ 146640 Views ]</span> + <div class="space"></div> + </div> + </div><br> + + <div class="offsets">[ + 1 + <a href="Terrain_Generator-page2.html#p2">2</a> + ]</div><br /> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c60" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=85">blueprint</a></span><span + class="right">Posted: Jun 20th, 2003 - 4:28:29 pm</span> + <div class="space"></div> + </div> + <div class="content"><br> + <img src="../../images/emotes/exhausted.gif" width="32" height="32" alt="exhausted"> so much fun, i cant + stop playing with it =]<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">2.</span> <a name="c131" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=159">seraph</a></span><span + class="right">Modified: Jul 17th, 2003 - 4:36:08 pm</span> + <div class="space"></div> + </div> + <div class="content"><br> + <img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"> seems like a FUCKIN great + tool! but ít don´t starts (if downloaded + every file needed) <img src="../../images/emotes/exhausted.gif" width="32" height="32" + alt="exhausted"><br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c137" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Jul 21st, 2003 - 10:06:34 pm</span> + <div class="space"></div> + </div> + <div class="content"><br> + Could you elaborate on that?<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c206" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=241">vynum</a></span><span + class="right">Posted: Sep 6th, 2003 - 4:44:09 am</span> + <div class="space"></div> + </div> + <div class="content"><br> + thank you so much for a wonderul yet powerfull tool<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c264" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=302">LeJean</a></span><span + class="right">Modified: Oct 29th, 2003 - 6:06:16 am</span> + <div class="space"></div> + </div> + <div class="content"><br><s>Error 404 at FilePlanet</s> <img src="../../images/emotes/sad.gif" width="32" + height="32" alt="sad"><br><s>where else can I get that ?</s><br> + sorry, just working. had a problem with my connection...<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c546" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=550">pepparoni</a></span><span + class="right">Posted: Apr 13th, 2004 - 10:24:22 am</span> + <div class="space"></div> + </div> + <div class="content"><br> + A wonderful tool! Nice work! <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">7.</span> <a name="c572" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=18">cdunde</a></span><span + class="right">Posted: Apr 23rd, 2004 - 10:17:43 am</span> + <div class="space"></div> + </div> + <div class="content"><br> + <img src="../../images/emotes/yeahbaby.gif" width="32" height="32" alt="yeahbaby"><br> + <br> + I was wondering Nem % since TM can export to a map file would it be possible to convert it to a tgm file + and bring it back into TM?<br> + <br> + That would be very helpful as sometimes it's nice to adjust the terrain around things you have built + rather than just around the terrain generated.<br> + <br> + Since map files are jest a type of txt format and things built in a map editor are the same type of + polyhedron-brush output as the terrain I would think that it would be a simple reversal of the converter + you have in TG now. <img src="../../images/emotes/what.gif" width="32" height="32" alt="what"><br> + Maybe that's over simplifying it, I hope not. <br> + <img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"><br> + <br> + I understand it would not convert entities which could be eliminated prior to conversion or left out of + the map file when exported out of a game editor by the creator to get around that problem.<br> + <br> + Anyway, it's just a suggestion but I sure hope you would add that feature.<br> + <br> + Thank you and take care,<br> + <br> + cdunde<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c573" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Apr 23rd, 2004 - 3:25:50 pm</span> + <div class="space"></div> + </div> + <div class="content"><br> + The problem is a fairly complex one so I dont think I'll be writing a .map importer, just to much + work.<br> + <br> + <img src="../../images/emotes/myhead.gif" width="32" height="32" alt="myhead"><br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c587" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=565">Napivo</a></span><span + class="right">Modified: Apr 30th, 2004 - 6:08:56 am</span> + <div class="space"></div> + </div> + <div class="content"><br> + In reply to Xenocide in GCFScape v1.1.0 Beta thread who asked about the size of terrain you can use<br> + <br> + I have been messing arround with TG since a few days now and found the max you can go without other + buildings is 60*60 that is on my P4 2 Gh. that's without any kind of optimisation and it kills your + r_speeds and FPS in Halflife.<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c882" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=916">TeHOmnIHaXoR</a></span><span + class="right">Posted: Aug 26th, 2004 - 5:50:33 pm</span> + <div class="space"></div> + </div> + <div class="content"><br> + where can i get a map converter that will do bsp to rmf.. anyone know?<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c1156" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=478">drynn</a></span><span + class="right">Posted: Oct 20th, 2004 - 6:22:51 am</span> + <div class="space"></div> + </div> + <div class="content"><br> + Since upgrading to the latest version, the Flatten tool takes ages to drag the selection up to the + required height. In addition, the pop-up description when you hover the mouse pointer over a tool icon + flickers rapidly so you cannot see what it says.<br> + <br> + In the old version, the Flatten tool worked virtually instantaneously.<br> + <br> + Is there an adjustment?<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c1158" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Oct 20th, 2004 - 12:46:40 pm</span> + <div class="space"></div> + </div> + <div class="content">Yep:<ol> + <li>From the <i>Tools</i> menu select <i>Options</i>.</li> + <li>Go to the <i>Tools</i> tab.</li> + <li>Go to the <i>Flatten</i> tab.</li> + <li>Unckeck <i>Smart Code</i>.</li> + </ol> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c1160" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=478">drynn</a></span><span + class="right">Posted: Oct 20th, 2004 - 2:58:49 pm</span> + <div class="space"></div> + </div> + <div class="content"><br> + Sorry for the double post: I did not realise that the forums were interlinked.<br> + <br> + Flatten now works as before. Thanks very much for that.<br> + <br> + Any ideas about the flickering icon description - I have recently upgraded to WindowsXP SP2, and I know + that this was not a good thing as far as some other programs are concerned.<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c1161" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Oct 20th, 2004 - 3:16:20 pm</span> + <div class="space"></div> + </div> + <div class="content"><br> + Flickering icons seems to be related to which video card drivers you have installed. I know my Matrox + card doesn't cause flickering icons but my ATI card does.<br> + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">15.</span> <a name="c1163" + href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=376">Bluefang</a></span><span + class="right">Posted: Oct 21st, 2004 - 6:04:46 am</span> + <div class="space"></div> + </div> + <div class="content"><br> + I think it could also have somthing to do with drivers. I know that sime applications used to flicker, + but they no longer do for some reason.<br> + </div> + </div><br> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">16.</span> <a name="c1296" + href="index.php?a=1318">bill</a></span><span class="right">Posted: Feb 8th, 2005 - 12:58:23 + am</span> + <div class="space"></div> + </div> + <div class="content">when i try to find textures there are no .wads anywhere and its all it will allow me + to search for, im probably the only one having this problem, so how do i get textures to work?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">17.</span> <a name="c1297" + href="index.php?a=1318">bill</a></span><span class="right">Posted: Feb 8th, 2005 - 1:01:35 am</span> + <div class="space"></div> + </div> + <div class="content">oh and wads didnt come with it, there are none in any half life 2 folders that i can + find, sorry about the double i just realized i didnt clarfiy to well</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">18.</span> <a name="c1300" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Feb 8th, 2005 - 11:28:30 am</span> + <div class="space"></div> + </div> + <div class="content">You can edit comments...<br /><br />Anyways, Terrain Generator does not support + Source materials. I will probably add support for .vtf files latter but no more. To find out how to view + Source materials in the current Terrain Generator see <a + href="">http://www.chatbear.com/board.plm?a=viewthread&t=424,1102888916,7007&id=752365&b=4989&v=flatold&s=0]this + thread</a> (scroll down to my big post).<br /> + <br /> + In reality Terrain Generator needs a rewrite because it just wasn't designed to handle the Source + engine. The Source engine was but a dream when Terrain Generator was programmed.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">19.</span> <a name="c1301" + href="index.php?a=1318">bill</a></span><span class="right">Posted: Feb 8th, 2005 - 12:52:40 + pm</span> + <div class="space"></div> + </div> + <div class="content">ok, it was late so i wasnt thinking clearly, thanks pal</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">20.</span> <a name="c1302" + href="index.php?a=1320">Stu L Tissimus</a></span><span class="right">Posted: Feb 8th, 2005 - 1:15:18 + pm</span> + <div class="space"></div> + </div> + <div class="content">Hi there,<br /> + <br /> + First of all, this is an extremely nice program, I love it. Before I tried out Source modding, I did + quite a lot of stuff for Battlefield 1942.<br /> + <br /> + I was playing around with your program, and noticed that the terrain generator has a heightmap option. + Being a BF42 modder, I wanted to see if this worked - If so, then it would be pretty easy to port maps I + did over to Source.<br /> + <br /> + However, the heightmap option doesn't seem to work for me, even with a heightmap generated from the map + in Terrain Generator itself. ;_; Is there something special I need to do or is it just broken for now? + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">21.</span> <a name="c1307" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Feb 8th, 2005 - 5:40:45 pm</span> + <div class="space"></div> + </div> + <div class="content">Can you describe to me what you are doing to import the heightmap?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">22.</span> <a name="c1316" + href="index.php?a=1320">Stu L Tissimus</a></span><span class="right">Posted: Feb 9th, 2005 - 1:55:30 + pm</span> + <div class="space"></div> + </div> + <div class="content">Okay, lemme go through the entire process.<br /> + <br /> + 1) Start new 48x48 map, triangles are at size 160.<br /> + 2) Edit -> Push Revert<br /> + 3) Make one or two changes to the map likeraising up one square (Purely for debugging!)<br /> + 4) File -> Export -> Heightmap (Saved as a bmp)<br /> + 5) Ctrl-Z back to the original.<br /> + 6) Terrain -> Generate<br /> + 7) Get rid of any checked off things excluding heightmap in the heightmap tab<br /> + 8) Select the bitmap<br /> + 9) Press generate<br /> + <br /> + And then nothing. ;_;</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">23.</span> <a name="c1317" + href="index.php?a=1320">Stu L Tissimus</a></span><span class="right">Posted: Feb 9th, 2005 - 1:56:32 + pm</span> + <div class="space"></div> + </div> + <div class="content">Yay, I figured it out. When the scale is set to 1, it doesn't do anything. :D</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">24.</span> <a name="c1318" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Feb 9th, 2005 - 5:22:03 pm</span> + <div class="space"></div> + </div> + <div class="content">It could have been that your grid was so coarse the terrain was getting knocked to 0. + If this is a Source map you might want to turn the grid off. (Terrain->Snap To Grid->None). Most + height maps need to be scaled because a greyscale heightmap can only represent 256 height levels.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">25.</span> <a name="c1539" + href="index.php?a=1579">thebeebster</a></span><span class="right">Posted: May 14th, 2005 - 12:37:20 + pm</span> + <div class="space"></div> + </div> + <div class="content">Hi nem i was sorta wondering if it is possible to edit the gcf s. like take files + right out and put your own in?<img + src="../../images/emotes/package.gif" width="32" + height="32" alt="package" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">26.</span> <a name="c1545" + href="index.php?a=1587">Chris Cunningham</a></span><span class="right">Posted: May 19th, 2005 - + 7:01:41 am</span> + <div class="space"></div> + </div> + <div class="content">Hi Nem; cool tool, and it does most of one I was planning to write (and a whole bunch + i hadn't considered). What's the chances of you releasing the source for Terrain Generator, under the + GPL or BSD licences or something?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">27.</span> <a name="c1548" + href="index.php?a=1">Nem</a></span><span class="right">Posted: May 19th, 2005 - 1:45:14 pm</span> + <div class="space"></div> + </div> + <div class="content">TG v3? No chance, it's code is to embarrassing (this was my very first C# + application). I am considering open sourcing TG v4 though. It is currently sitting at a 40% completion + mark.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">28.</span> <a name="c1602" + href="index.php?a=1673">newbie mapper</a></span><span class="right">Posted: Jul 16th, 2005 - 3:52:39 + pm</span> + <div class="space"></div> + </div> + <div class="content">Where can I get the link for this Terrain Generator? <img + src="../../images/emotes/lazy.gif" width="32" + height="32" alt="lazy" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">29.</span> <a name="c1644" + href="index.php?a=1728">ellisd</a></span><span class="right">Posted: Aug 23rd, 2005 - 10:05:03 + am</span> + <div class="space"></div> + </div> + <div class="content"><img + src="../../images/emotes/happy.gif" width="32" + height="32" alt="happy" /> Hey can I use this thing to make a good tattain for JK3 ( Jedi Knight Jedi + Academy )? It's Quike 3 based I think! <img + src="../../images/emotes/waaa.gif" width="32" + height="32" alt="waaa" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">30.</span> <a name="c1649" + href="index.php?a=708">NoBody</a></span><span class="right">Posted: Aug 23rd, 2005 - 12:56:28 + pm</span> + <div class="space"></div> + </div> + <div class="content">yes</div> + </div><br /> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">31.</span> <a name="c1667" + href="index.php?a=1752">turboguy_81</a></span><span class="right">Posted: Sep 16th, 2005 - 1:55:05 + am</span> + <div class="space"></div> + </div> + <div class="content">Hi Nem,<br /> + the terrain generator is great.<br /> + I have a terrain in the .dxf format and i want to convert it into the .vmf(valve map format).I couldnt + find any documentation on the .vmf format.I have some help on the dxf format.Can you pls help me with + the conversion of the .dxf to .vmf.<br /> + Thanks.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">32.</span> <a name="c2214" + href="index.php?a=2412">Goodfella_Deal</a></span><span class="right">Posted: Oct 18th, 2006 - + 1:34:22 pm</span> + <div class="space"></div> + </div> + <div class="content">Nem.. I read that this wasn't originally made for source, maybe thats why I'm having + this problem.<br /><br />I used the generator to make dune terrain for my 3D skybox.. my map takes + advantage of fog (not enough do). The fog in my skybox seems to clash with the terrain anywhere the + terrain is flat.. kinda looks like when you have two objects with-in each other.. ie see this screenshot + taken from the compile:<br /><br /><a + href="https://web.archive.org/web/20160322051100/http://i59.photobucket.com/albums/g283/goodfelladeal/badscreenshot.jpg">http://i59.photobucket.com/albums/g283/goodfelladeal/badscreenshot.jpg</a><br /> + <br /> + All advice I've gotten is to scrap that terrain and rebuild from scratch.. Is this somethin that is + caused by how the terrain is generated and is it something I should be able to fix in the + generator?<br /> + <br /> + Thank you,<br /> + Deal</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">33.</span> <a name="c2217" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Oct 19th, 2006 - 3:38:17 pm</span> + <div class="space"></div> + </div> + <div class="content">Not sure what the problem is. TG doesn't do anything special to the terrain it + exports, it shouldn't be all that different than if you had made it in Hammer. Maybe try altering the + height a little bit in the flat areas?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">34.</span> <a name="c2220" + href="index.php?a=2412">Goodfella_Deal</a></span><span class="right">Posted: Oct 21st, 2006 - + 10:51:00 am</span> + <div class="space"></div> + </div> + <div class="content">I found the problem nem. The nodraw blocks placed under the terrain was at the exact + same level as the terrain that I kept flat. Thats what caused the texture clashing. It probably just + showed much more with the fog due to the contrast in colors. I moved the nodraw bloacks down .1 unit and + the problem was gone.<br /> + <br /> + Great tool btw.. makes it a lot easier to do.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">35.</span> <a name="c2317" + href="index.php?a=2521">orglee</a></span><span class="right">Posted: Dec 21st, 2006 - 9:23:32 + pm</span> + <div class="space"></div> + </div> + <div class="content">How can I set map size ? Please if you know and what to help me send me a email. + Regards<br /> + ( you have made a great app to bad that Im to newbie to estimate it :D )</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">36.</span> <a name="c2324" + href="index.php?a=1148">Stino</a></span><span class="right">Modified: Dec 30th, 2006 - 7:15:51 + am</span> + <div class="space"></div> + </div> + <div class="content">why do i get my terrain in different height layers and not smooth? like its flat, + then height difference of 10 units and again flat, back a height difference of 10 units (thats the same + heightmap scale)<br /><br />like you are working with integers for height and not floating point values + :s<br /><br />left side is my original height map, right side is the heightmap being exported by Terrain + Generator<br /><img + src="https://web.archive.org/web/20160322051100im_/http://www.sgware.net/weirdheightmap.jpg" alt="" + border="0" /><br /> + <br /> + if i use the smooth feature in generate i get it flatter and flatter but not smooth</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">37.</span> <a name="c2329" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Dec 30th, 2006 - 10:57:12 pm</span> + <div class="space"></div> + </div> + <div class="content">There is a grid setting in one of the menus you need to disable (I don't have TG on + this system so not 100% sure where). Can't see your picture BTW.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">38.</span> <a name="c2347" + href="index.php?a=2550">Oblivion3794</a></span><span class="right">Modified: Jan 14th, 2007 - + 7:19:08 am</span> + <div class="space"></div> + </div> + <div class="content">I can find any of the texture files</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">39.</span> <a name="c2359" + href="index.php?a=2557">Fuzzy</a></span><span class="right">Modified: Jan 19th, 2007 - 12:21:14 + pm</span> + <div class="space"></div> + </div> + <div class="content">ok, this might be a stupid question,but im new to this whole mapping + thing.<br /><br />The terrain generator is awsome! but after exporting it so I can view it in hammer, + and add like 2 small buildings I get a stupid error when I compile.<br /><br />This is the + error:<br />ERROR:MAX_MAP_CLIPNODES<br /><br />Is it possible that the terrain I created with TG has too + many clipnodes? If so how can I fix this?<br /><br />I know this a hammer/compiling error, but when I + compile maps without TG it seems fine.<br /><br />This is my log:<br /><br /> + <div class="vbtitle">Code:</div> + <div class="vbcode">hlcsg v3.4 Final (Feb 25 2006)<br />Zoner's Half-Life Compilation Tools -- Custom + Build<br />Based on code modifications by Sean 'Zoner' Cavanaugh<br />Based on Valve's version, + modified with permission.<br />Submit detailed bug reports to ([email protected])<br />----- BEGIN + hlcsg -----<br />Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlcsg.exe "f:\program + files\valve hammer editor\maps\truthterrain_beta1"-cliptype smallest -noclipeconomy + <br />Entering f:\program files\valve hammer editor\maps\truthterrain_beta1.map<br /><br />Current + hlcsg Settings<br />Name | Setting | + Default<br />---------------------|-----------|-------------------------<br />threads [ 1 ] [ Varies + ]<br />verbose [ off ] [ off ]<br />log [ on ] [ on ]<br />developer [ 0 ] [ 0 ]<br />chart [ off ] [ + off ]<br />estimate [ off ] [ off ]<br />max texture memory [ 4194304 ] [ 4194304 ]<br />max lighting + memory [ 6291456 ] [ 6291456 ]<br />priority [ Normal ] [ Normal ]<br /><br />noclip [ off ] [ off + ]<br />null texture stripping[ on ] [ on ]<br /><span style="color: RED;">clipnode economy mode [ off + ] [ on ]</span><br /><span style="color: RED;">clip hull type [ smallest ] [ legacy + ]</span><br />onlyents [ off ] [ off ]<br />wadtextures [ on ] [ on ]<br />skyclip [ on ] [ on + ]<br />hullfile [ None ] [ None ]<br />nullfile [ None ] [ None ]<br />min surface area [ 0.500 ] [ + 0.500 ]<br />brush union threshold [ 0.000 ] [ 0.000 ]<br /><br />Using mapfile wad + configuration<br />Wadinclude list :<br />[zhlt.wad]<br /><br />CreateBrush:<br /> (56.99 + seconds)<br />SetModelCenters:<br /> (0.00 seconds)<br />CSGBrush:<br /> (65.16 + seconds)<br /><br />Using Wadfile: \sierra\half-life\valve\halflife.wad<br /> - Contains 4 used + textures, 17.39 percent of map (3116 textures in wad)<br />Using Wadfile: \program + files\valve\steam\steamapps\[email protected]\counter-strike\cstrike\de_copan.wad<br /> - + Contains 2 used textures, 8.70 percent of map (39 textures in wad)<br />Using Wadfile: \program + files\valve\steam\steamapps\[email protected]\counter-strike\cstrike\de_raoni.wad<br /> - + Warning: Larger than expected texture (348972 bytes): 'GRAVELGRASS01'<br /> - Warning: Larger than + expected texture (348972 bytes): 'GRAVELGRASS02'<br /> - Warning: Larger than expected texture (348972 + bytes): 'GRAVELGRASS03'<br /> - Warning: Larger than expected texture (348972 bytes): + 'GRAVELGRASS04'<br /> - Warning: Larger than expected texture (348972 bytes): 'TRACKS01'<br /> - + Warning: Larger than expected texture (348972 bytes): 'TRACKS02'<br /> - Warning: Larger than expected + texture (348972 bytes): '{PALMS'<br /> - Warning: Larger than expected texture (348972 bytes): + '{PALMS3'<br /> - Warning: Larger than expected texture (348972 bytes): '{PALMS2'<br /> - Contains 0 + used textures, 0.00 percent of map (55 textures in wad)<br />Using Wadfile: \program + files\valve\steam\steamapps\[email protected]\counter-strike\cstrike\czde_truth.wad<br /> - + Warning: Larger than expected texture (348972 bytes): '{BAM_TREES03'<br /> - Warning: Larger than + expected texture (272812 bytes): '{TK_PLANTLG'<br /> - Contains 17 used textures, 73.91 percent of map + (72 textures in wad)<br />Using Wadfile: \program + files\valve\steam\steamapps\[email protected]\counter-strike\cstrike\de_maya_beta4.wad<br /> - + Contains 0 used textures, 0.00 percent of map (35 textures in wad)<br /><br />Texture usage is at 1.03 + mb (of 4.00 mb MAX)<br />123.27 seconds elapsed [2m 3s]<br /><br />----- END hlcsg + -----<br /><br /><br /><br />hlbsp v3.4 Final (Feb 25 2006)<br />Zoner's Half-Life Compilation Tools + -- Custom Build<br />Based on code modifications by Sean 'Zoner' Cavanaugh<br />Based on Valve's + version, modified with permission.<br />Submit detailed bug reports to ([email protected])<br />----- + BEGIN hlbsp -----<br />Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlbsp.exe "f:\program + files\valve hammer editor\maps\truthterrain_beta1"-maxnodesize 8192 <br /><br />Current hlbsp + Settings<br />Name | Setting | + Default<br />-------------------|-----------|-------------------------<br />threads [ 1 ] [ Varies + ]<br />verbose [ off ] [ off ]<br />log [ on ] [ on ]<br />developer [ 0 ] [ 0 ]<br />chart [ off ] [ + off ]<br />estimate [ off ] [ off ]<br />max texture memory [ 4194304 ] [ 4194304 ]<br />priority [ + Normal ] [ Normal ]<br /><br />noclip [ off ] [ off ]<br />nofill [ off ] [ off ]<br />noopt [ off ] [ + off ]<br />null tex. stripping [ on ] [ on ]<br />notjunc [ off ] [ off ]<br />subdivide size [ 240 ] + [ 240 ] (Min 64) (Max 512)<br /><span style="color: RED;">max node size [ 8192 ] [ 1024 ] (Min 64) + (Max 8192)</span><br /><br /><br />SolidBSP [hull 0] + 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6586 (11.74 + seconds)<br />Warning: === LEAK in hull 0 ===<br />Entity light @ (-2274,-1918, 186)<br />Error: + <br /> A LEAK is a hole in the map, where the inside of it is exposed to the<br />(unwanted) outside + region. The entity listed in the error is just a helpful<br />indication of where the beginning of the + leak pointfile starts, so the<br />beginning of the line can be quickly found and traced to until + reaching the<br />outside. Unless this entity is accidentally on the outside of the map, + it<br />probably should not be deleted. Some complex rotating objects entities need<br />their origins + outside the map. To deal with these, just enclose the origin<br />brush with a solid world + brush<br /><br />Leak pointfile generated<br /><br />SolidBSP [hull 1] + 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...12912 + (269.54 seconds)<br />SolidBSP [hull 2] + 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...12722 + (300.91 seconds)<br />SolidBSP [hull 3] + 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...13000...13500...13659 + (243.76 seconds)<br /><span style="color: RED;">Error: Exceeded MAX_MAP_CLIPNODES<br />Description: + The map has a problem which must be fixed<br />Howto Fix: Check the file + http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this + problem</span><br /><br /><br />----- END hlbsp -----<br /><br /><br /><br />hlvis v3.4 Final (Feb + 25 2006)<br />Zoner's Half-Life Compilation Tools -- Custom Build<br />Based on code modifications by + Sean 'Zoner' Cavanaugh<br />Based on Valve's version, modified with permission.<br />Submit detailed + bug reports to ([email protected])<br />----- BEGIN hlvis -----<br />Command line: + F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlvis.exe "f:\program files\valve hammer + editor\maps\truthterrain_beta1"<br />>> There was a problem compiling the + map.<br />>> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for + the cause.<br /><br />----- END hlvis -----<br /><br /><br /><br />hlrad v3.4 Final (Feb 25 + 2006)<br />Zoner's Half-Life Compilation Tools -- Custom Build<br />Based on code modifications by + Sean 'Zoner' Cavanaugh<br />Based on Valve's version, modified with permission.<br />Submit detailed + bug reports to ([email protected])<br />----- BEGIN hlrad -----<br />Command line: + F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlrad.exe "f:\program files\valve hammer + editor\maps\truthterrain_beta1"<br />>> There was a problem compiling the + map.<br />>> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for + the cause.<br /><br />----- END hlrad -----</div><br /> + <br /> + as you can see above, I have tried all the little tricks and I even added clipbrushes in areas where + players shouldnt go, I was told this should work... still no luck,<br /> + <br /> + Please help a little chick out :(<br /> + -fuzzy- + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">40.</span> <a name="c2361" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Jan 19th, 2007 - 2:14:43 pm</span> + <div class="space"></div> + </div> + <div class="content">You're going to want to fix your leak as this will add all kinds of unnecessary + clipnodes.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">41.</span> <a name="c2467" + href="index.php?a=2759">rj_jacob101</a></span><span class="right">Posted: May 3rd, 2007 - 3:36:52 + pm</span> + <div class="space"></div> + </div> + <div class="content">Hey Nem, I keep getting this error everytime I try to load the terraingenerator.exe, + <img + src="https://web.archive.org/web/20160322051100im_/C:\Documents and Settings\Reece\My Documents\My Pictures\ERROR.jpg" + alt="" border="0" />, do you know a way I can fix this?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">42.</span> <a name="c2499" + href="index.php?a=2797">Icoeph</a></span><span class="right">Posted: Jun 5th, 2007 - 11:27:12 + pm</span> + <div class="space"></div> + </div> + <div class="content">Nem, This is a great tool. I have been struggling with how to make realistic terrain + since I began mapping. It never occurred to me to use separate applications for terrain editing and + everything else. My only question is how would I go about creating a terrain model for a set map + architecture? By this I mean that I have already established the architecture for the map and one of the + last things I need to do are to input the terrain. The problem is that I cannot figure out how to get + the terrain editor to match the buildings I already have constructed in Hammer.<br /> + <br /> + Is there a simple way to do this so it fits my work precisely or is it simply shots in the dark? <img + src="../../images/emotes/shrug.gif" width="32" + height="32" alt="shrug" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">43.</span> <a name="c2501" + href="index.php?a=2799">cluelessdolphin</a></span><span class="right">Posted: Jun 7th, 2007 - + 10:55:04 am</span> + <div class="space"></div> + </div> + <div class="content">I am a newbie and downloaded the program with no issues. When I go to tools / options + / packages it asks for .wad terrain file. Do you know where I can file these textures?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">44.</span> <a name="c2504" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Jun 10th, 2007 - 1:17:43 pm</span> + <div class="space"></div> + </div> + <div class="content"> + <div class="vbtitle">Icoeph:</div> + <div class="vbquote">Is there a simple way to do this so it fits my work precisely or is it simply shots + in the dark? <img + src="../../images/emotes/shrug.gif" width="32" + height="32" alt="shrug" /></div><br />Right now, there is no way to import your map as a reference. + Generally I start with the terrain then add other geometry.<br /><br /> + <div class="vbtitle">cluelessdolphin:</div> + <div class="vbquote">I am a newbie and downloaded the program with no issues. When I go to tools / + options / packages it asks for .wad terrain file. Do you know where I can file these textures?</div> + <br />TG was originally built for TG1. While it can export HL2 terrain it doesn't really support the HL2 + material system. See <a + href="https://web.archive.org/web/20160322051100/http://www.chatbear.com/unity2/4989/424,1102888916,7007/752365?v=flatold">this + thread</a> for more info. + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">45.</span> <a name="c2906" + href="index.php?a=3322">jm3d</a></span><span class="right">Posted: Jun 22nd, 2008 - 8:19:14 + am</span> + <div class="space"></div> + </div> + <div class="content">Hi there. I've just installed Terrain Generator for the first time. Looks easy to + use, fast processing and very flexible.<br /> + <br /> + Anyway, I can't access the texture palettes. When I try to select TOOLS/TEXTURES/etc... the menu is + light grey and cannot be selected. Is this because I have no textures? Where can I get some? How can I + convert JPG to texture maps? What do I need to do to get past this barrier?<br /> + <br /> + At present, I just want to load up a texture to see that everything works. <br /> + <br /> + Cheers,<br /> + <br /> + JM.</div> + </div><br /> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">46.</span> <a name="c2995" + href="index.php?a=3454">bamman62</a></span><span class="right">Posted: Sep 30th, 2008 - 9:05:00 + pm</span> + <div class="space"></div> + </div> + <div class="content">Brilliant tool, I was looking for a long time for a program like this <img + src="../../images/emotes/love.gif" width="32" + height="32" alt="love" /><br /> + <br /> + Anyway, I would kinda like the ability to tunnel into the landscape to make some caves and stuff :P. + (Other programs don't seem to export to .vmf so...)<br /> + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">47.</span> <a name="c2996" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Sep 30th, 2008 - 9:52:23 pm</span> + <div class="space"></div> + </div> + <div class="content">These is a cave tutorial <a + href="https://web.archive.org/web/20160323005208/http://nemesis.thewavelength.net/index.php?c=36#p36">here</a>. + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">48.</span> <a name="c2997" + href="index.php?a=3454">bamman62</a></span><span class="right">Posted: Sep 30th, 2008 - 10:39:03 + pm</span> + <div class="space"></div> + </div> + <div class="content">That reply was a lot faster than I expected <img + src="../../images/emotes/alarmed.gif" width="32" + height="32" alt="alarmed" /> Thanks ^_^</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">49.</span> <a name="c2999" + href="index.php?a=3457">horrox</a></span><span class="right">Posted: Oct 3rd, 2008 - 2:51:24 + pm</span> + <div class="space"></div> + </div> + <div class="content">Hey im really stuck i just got the generator and when i try to add terrain on WAD + nothing comes up how can i get them?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">50.</span> <a name="c3047" + href="index.php?a=3546">jungrok5</a></span><span class="right">Posted: Dec 4th, 2008 - 10:27:45 + am</span> + <div class="space"></div> + </div> + <div class="content">I need Capture function.<br /> + Could you add Capture function please?<br /> + thank you.<img + src="../../images/emotes/watermelon.gif" + width="32" height="32" alt="watermelon" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">51.</span> <a name="c3048" + href="index.php?a=3546">jungrok5</a></span><span class="right">Posted: Dec 4th, 2008 - 10:32:18 + am</span> + <div class="space"></div> + </div> + <div class="content">horrox//<br /> + <br /> + First, Make new project<br /> + then<br /> + Tools -> Option -> Packages -> Add package or Add Folder<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">52.</span> <a name="c3135" + href="index.php?a=3660">MaximosaPortal</a></span><span class="right">Posted: Feb 26th, 2009 - + 9:55:24 pm</span> + <div class="space"></div> + </div> + <div class="content">I can't find any HL2/Source games WADs,can anyone help me about this? Thanks + -MaximosaPortal <img + src="../../images/emotes/walking.gif" width="32" + height="32" alt="walking" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">53.</span> <a name="c3177" + href="index.php?a=3741">Stojke</a></span><span class="right">Posted: May 7th, 2009 - 4:29:31 + am</span> + <div class="space"></div> + </div> + <div class="content">Hi nem you probably heard this but your tool rocks, everything works fine and wads + work(i have seen that some people had that problem) but when i save the map in .rmf and open it in + hammer it looks exactly like i made it, but when i tweak it a little( like player start and lights) and + compile it to .bsp the map turns to sh*t. The entire map gets filled with blocks.<br /><br />If you can + please take a look here:<br /><img + src="https://web.archive.org/web/20160323005208im_/http://img13.imageshack.us/img13/6254/58171640.jpg" + alt="" border="0" /><br /><img + src="https://web.archive.org/web/20160323005208im_/http://img13.imageshack.us/img13/6171/20870010.jpg" + alt="" border="0" /><br /> + <br /> + The first image was the opened file in hammer after it was generated by terrain editor, and the other + two are .bsp files.<br /> + The first one is textured and the other is wireframed. <img + src="../../images/emotes/exploding.gif" width="32" + height="32" alt="exploding" /><br /> + <br /> + Im a experienced noob at hammer and please help if you can. <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">54.</span> <a name="c3219" + href="index.php?a=3799">Timur4iK</a></span><span class="right">Posted: Jul 3rd, 2009 - 10:24:22 + am</span> + <div class="space"></div> + </div> + <div class="content">How do you do! I from Rossia so little not dialect in english ))) Possible assign the + question?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">55.</span> <a name="c3228" + href="index.php?a=3819">davidparks21</a></span><span class="right">Posted: Jul 25th, 2009 - 2:47:00 + am</span> + <div class="space"></div> + </div> + <div class="content">I've been playing with many Terrain Generators, and this one is the most user + friendly by a large margin. I would love to use it, but I have a couple of issues.<br /> + <br /> + First, is there a good way to optimize a terrain mesh? When I export it I get a very static mesh, other + terrain generators like L3DT seem to be able to optimize the output so that curved sections receive more + geometry and flat sections receive less.<br /> + <br /> + I'm using this in a flash environment, so optimization is quite important to me.<br /> + <br /> + Second, I have been able to export and OBJ file and import it into other tools, but I haven't been able + to get the texture map out as well, so far just the mesh. I probably missed something simple, but I've + been through most of the site with no luck on figuring it out.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">56.</span> <a name="c3235" + href="index.php?a=3835">Nachoman</a></span><span class="right">Posted: Aug 7th, 2009 - 4:39:48 + pm</span> + <div class="space"></div> + </div> + <div class="content">Holy crap,thanks a lot! This is simply epic.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">57.</span> <a name="c3236" + href="index.php?a=3836">izod</a></span><span class="right">Posted: Aug 7th, 2009 - 9:41:19 pm</span> + <div class="space"></div> + </div> + <div class="content">How do you load these in Hammer? </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">58.</span> <a name="c3265" + href="index.php?a=3897">valekkong</a></span><span class="right">Posted: Oct 7th, 2009 - 8:06:29 + am</span> + <div class="space"></div> + </div> + <div class="content">What load?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">59.</span> <a name="c3374" + href="index.php?a=4046">luder</a></span><span class="right">Posted: Apr 30th, 2010 - 2:31:18 + pm</span> + <div class="space"></div> + </div> + <div class="content">How to download?<br /> + <br /> + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">60.</span> <a name="c3375" + href="index.php?a=4045">Fourty-Seven</a></span><span class="right">Posted: Apr 30th, 2010 - 3:45:09 + pm</span> + <div class="space"></div> + </div> + <div class="content"> + <div class="vbtitle">Stojke:</div> + <div class="vbquote">When i tweak it a little( like player start and lights) and compile it to .bsp the + map turns to sh*t. The entire map gets filled with blocks.<br /><br />The first image was the opened + file in hammer after it was generated by terrain editor, and the other two are .bsp files.<br />The + first one is textured and the other is wireframed. <img + src="../../images/emotes/exploding.gif" + width="32" height="32" alt="exploding" /><br /><br />Im a experienced noob at hammer and please help + if you can.</div><br /> + <br /> + I don't know for sure, because personally I've never used this program, but this is my guess of an + answer to your question.<br /> + <br /> + In the Half-Life 1 / Gold Source engine the best way to get terrain that looks semi decent is to make it + with a grid of triangles / wedges (Triangles showing up on top view). To refrain from accidental concave + brushes, every triangle is it's own brush. If you were to do this manually, without a generator, then + you could for example; simply make the grid of all 16unit high wedges/triangles, select them all, and + use the vertex tool to move all the meeting vertexes to the heights you want (Takes time :P).<br /> + <br /> + However, when you use this generator to do it, it looks like the triangles have a set coordinate for one + of the axis (IE they will all go down to the bottom / same depth). This will give the effect in + wireframe view that there are "Boxes" going down to the bottom of the sky (Or however far they + go down). If you look closely they're actually triangles not squares ;).<br /> + <br /> + The best thing to do, if you haven't already, is to select all your terrain and click shift+a, then + CAREFULLY deselect all the faces people will see, then assign the texture "NULL" to the + selected faces (The ones that arent visible). Null texture is in ZHLT.wad which you should have :P if + not look up zoners half life tools.<br /> + <br /> + heh I just realized your post was a year ago, I doubt you'll get the reply!.. Hope this was the right + answer though (PS no way to get rid of it either then manually change height of bottom 3 vertexes). + </div> + </div><br /> + + + <div class="offsets">[ + 1 + <a href="Terrain_Generator-page2.html#p2">2</a> + ]</div><br /> + + </div> + <div class="main_sidebar"> + <div class="group"> + <div class="heading1"><span class="title">Terrain Generator</span></div> + <div class="content"><span class="title">» <a + href="../../pages/Terrain_Generator.html">About</a></span><br> + <span class="title">» <a href="../../pages/Terrain_Generator-Download.html">Download</a></span><br> + <span class="title">» <a href="../Terrain_Generator-Revision_History.html">Revision + History</a></span><br> + <span class="title">» <a href="../Terrain_Generator-Requirements.html">Requirements</a></span><br> + <span class="title">» <a href="../Terrain_Generator-FAQ.html">FAQ</a></span><br> + <span class="title">» <a href="../Terrain_Generator-Tutorials.html">Tutorials</a></span><br> + <span 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