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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 index 0000000..bcd4719 --- /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> + <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://google.com'"> </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 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="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-->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-->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&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&o=15#p36">2</a> + ]</div><br> + <div class="info center">You must be logged in to post a comment.<br>New 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