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+ <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="heading1"><span class="title">Terrain Generator</span></div>
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+ style="background-image: url(&quot;data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAASCAYAAABSO15qAAAAAXNSR0IArs4c6QAAAPhJREFUOBHlU70KgzAQPlMhEvoQTg6OPoOjT+JWOnRqkUKHgqWP4OQbOPokTk6OTkVULNSLVc62oJmbIdzd95NcuGjX2/3YVI/Ts+t0WLE2ut5xsQ0O+90F6UxFjAI8qNcEGONia08e6MNONYwCS7EQAizLmtGUDEzTBNd1fxsYhjEBnHPQNG3KKTYV34F8ec/zwHEciOMYyrIE3/ehKAqIoggo9inGXKmFXwbyBkmSQJqmUNe15IRhCG3byphitm1/eUzDM4qR0TTNjEixGdAnSi3keS5vSk2UDKqqgizLqB4YzvassiKhGtZ/jDMtLOnHz7TE+yf8BaDZXA509yeBAAAAAElFTkSuQmCC&quot;); background-repeat: no-repeat; background-attachment: scroll; background-size: contain; background-position: 98% 50%;">
+ </div>
+ <div class="label"><input type="checkbox" name="storepassword" class="checkbox"
+ checked="checked">Store Password</div>
+ <div><input name="login" type="submit" value="Login" class="button"></div>
+ </form>
+ </div>
+ </div>
+
+ <br>
+ <div class="group">
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+ <div class="content"><span class="title">» <a
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+ v1.8.5</a></span><br><span class="title">» <a
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=275#p275">GCFScape
+ v1.8.4</a></span><br><span class="title">» <a
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+ v1.8.3</a></span><br><span class="title">» <a
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=273#p273">VTFLib
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+ v1.3.3 Full</a></span><br><span class="title">» <a
+ href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=154#p154">VTF
+ Plug-In for Photoshop</a></span><br><span class="title">» <a
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+ <div class="heading1"><span class="title">Elite Spammers</span></div>
+ <div class="content"><span class="title">» <a
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+ <div class="space"></div>
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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