From 06202ef05a2e7725f355aaf30ca84438ad84f986 Mon Sep 17 00:00:00 2001 From: Maxxiii <30539708+Maxxiii@users.noreply.github.com> Date: Wed, 2 Sep 2020 15:12:45 +0300 Subject: Initial commit --- css/default.css | 349 +++ favicon.ico | Bin 0 -> 894 bytes files/autoseamer101.zip | Bin 0 -> 22576 bytes files/batchcompiler312.exe | Bin 0 -> 373302 bytes files/batchcompiler312.zip | Bin 0 -> 141794 bytes files/bsptool110source.zip | Bin 0 -> 245715 bytes files/bspview110.zip | Bin 0 -> 98768 bytes files/bspviewer156.exe | Bin 0 -> 750476 bytes files/bspviewer156.zip | Bin 0 -> 552002 bytes files/crafty102.exe | Bin 0 -> 3399441 bytes files/crafty102.zip | Bin 0 -> 4441363 bytes files/gcfscape186.exe | Bin 0 -> 538067 bytes files/gcfscape186.zip | Bin 0 -> 342218 bytes files/hllib118.zip | Bin 0 -> 190060 bytes files/hllib246.zip | Bin 0 -> 419924 bytes files/mappingtools.zip | Bin 0 -> 1685294 bytes files/mapviewer101.zip | Bin 0 -> 75239 bytes files/mapviewersource101.zip | Bin 0 -> 75711 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This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Don't + Panic - NemPosted: Oct 29th, 2010 - 1:37:09 am +
+
+
+

I've received a number of emails from users having trouble extracting files from team fortress 2 + content.gcf. It's taken eight years, but with the advent of the TF2 + Scream Fortress, Valve have finally authored a GCF file larger than 4 GB. As many of you have + found out, HLLib + does not properly support files larger than 4 GB (partly due to my naive younger self, and partly + because I wasn't sure if Steam did either).

+ +

Long story short, I updated HLLib to support files larger than 4 GB tonight, and I will release said + update this weekend when I have time to build all the installers and more thoroughly test everything. +

+ +

Happy Halloween!

+ +

Update

+ +

HLLib + 2.4.0, GCFScape + 1.8.2, VTFEdit + 1.3.2 and Crafty + 1.0.2 have been released and all support GCF files larger than 4 GB in size.

+
+
+
Modified: Nov 20th, 2010 - 1:41:16 pm[ 23 + Comments ] +
+
+

+
+
+
VTFLib + v1.3.0 - NemPosted: Apr 27th, 2010 - 12:49:20 am +
+
+
+

Keeping with the theme of my previous post, I've introduced native x64 support to VTFLib + v1.3.0 + (download). + Unfortunately, I was not able to update the Visual C++ library as some of VTFLib's dependencies are + still built for Visual Studio 2005. I also removed .Net 1.1 support (the framework was buggy and did + not support x64).

+ +

I've also taken the time to update my Paint.Net VTF + Plug-in with side-by-side x86 and x64 support.

+
+
+
[ 7 + Comments ] +
+
+

+
+
+
GCFScape + v1.8.0 - NemPosted: Apr 18th, 2010 - 2:05:09 pm +
+
+
+

It's been over 6 years since I first released GCFScape, + so I though I'd take some time this weekend to bring it up to speed. v1.8.0 + (download) + introduces native x64 support and fixes a lot of incorrect assumptions that lead to less than + desirable behavior on Windows Vista and Windows 7.

+ +

v1.8.0 targets the .Net Framework 2.0, so anything up to and including 3.5 should work. You may, + however, have to install the Visual C++ 2008 SP1 library.

+
+
+
Modified: Apr 27th, 2010 - 12:40:35 am[ 12 + Comments ] +
+
+

+
+
+
Hosting + Issues - NemPosted: Dec 18th, 2009 - 12:31:29 pm +
+
+
+

Some of you may have noticed a number of issues with this site lately (aside from the routine DNS + issues). The server is currently having problems with SQL queries that require disk storage. As a + temporary measure, I've written fallback SQL queries. For the most part, the site seems to be + functioning better now, with only a few minor issues such as unsorted menu items and missing comment + counts.

+ +

There is still the underlying issue: what happened to The Wavelength? + Currently the website says that the account has been suspended. I've tried to contact Bulk (the owner) + without success. Unfortunately, there is the very real possibility that this site, in its current + form, may cease at any moment.

+ +

In the mean time, I've added a new tool for Visual Studio 2005 and 2008 programmers. Check it out here. +

+ +

Edit: The issues seem to have subsided.

+
+

Feel forty five for blood pressure treatments. Have attempted types of the 3 erection dysfunction + medications. The blue pill and Levitra both give me hassles. Cialis, however, provides me with + virtually no unwanted effects by any means, apart from of course to get a fantastic impotence + (although My spouse and i've ended up sipping). And yes it read + more here may last for the particular thirty six time since publicized. Wonderful so that you + can acquire 1 in Feb 5th night and stay suitable for the main end of the navigate + to this site week.My partner and i'm fifty-six rich in bp started off shedding your hardness + and also searched with regard to guide. Making the you + could try this out 5mg everyday apply and yes it did wonders perfectly, first time employed + also Cialis + Generika read more here it seemed to be seeing that tough for a mountain. Negative side + results of small of the back along with lower calf soreness yet link + merely took place once, afterward everything went properly from time to time Ive close face inside + day. This gets anyone tough as well as stays on very difficult operates within forty five minutes + just after getting. Resulting from charge My partner and i accept Thur click + here - Sunlight webpage + you read + full report possibly can miss a week plus it nevertheless works...sometimes wake up while + using the early morning arboraceous. Seriously it has the good for being backside. Furthermore be + certain and use a Free of charge Cialis verifier for thirty day period no cost tablets, save some + money.

+
+

+
+
+
Modified: Apr 18th, 2010 - 1:24:02 pm[ 5 + Comments ] +
+
+

+
+
+
Left + 4 Dead - NemPosted: Nov 23rd, 2008 - 10:01:05 pm +
+
+
+

Valve have decided to move away from the .gcf format for their new game Left 4 dead. Instead, the + game is delivered via .ncf with materials, models and particles packed up in a new .vpk package + format. I'm curious if this move was inspired by the performance problems caused by fragmented .gcf + files. Nonetheless, I've updated both HLLib + and GCFScape + with support for the new .vpk format.

+ +

I'm also in the process of looking to add support for Left 4 Dead to Crafty. Early attempts look + promising, I just hope the model format hasn't changed too much.

+
+
+
[ 17 + Comments ] +
+
+

+
+
+
Not + Dead Yet - NemPosted: Apr 1st, 2008 - 6:43:20 pm +
+
+
+

I haven't had a lot of opportunities to work on my tools these past few months, but today I finally + made a effort to get updated versions of VTFLib/VTFEdit, + the Photoshop + VTF Plug-In and the Paint.Net + VTF Plug-In out. Along with support for v7.4 of the VTF format, VTFEdit has been updated to + include a custom author information resource (credit Jed for the idea). +

+ +

virtuAMP + has also recently seen an update + adding several new standard effects.

+
+
+
[ 1 + Comment ] +
+
+

+
+
+
Source + 2007 - NemPosted: Sep 14th, 2007 - 4:10:16 am +
+
+
+

Anyone sniffing around the recent Team Fortress 2 preload may have noticed that many of the preloaded + VTF files are of a new version. As part of refinements being made to the Source engine, Team Fortress + 2 and Half-Life 2: Episode 2 will introduce v7.3 of the VTF format, a minor overhaul exposing an + extensible resource interface.

+ +

For those interested in taking a gander, I've added support for the new VTF version to VTFLib/VTFEdit, + the Photoshop + VTF Plug-In, the Paint.Net + VTF Plug-In and Crafty. + VTFLib and VTFEdit have also been updated to use the newer v2.0 of the .NET Framework.

+
+
+
Modified: Sep 15th, 2007 - 5:14:23 pm[ 10 + Comments ] +
+
+

+
+
+
And + Now For Something Completely Different - NemPosted: Jul 4th, 2007 - 3:47:06 pm +
+
+
+

I thought I'd take a break form my normal Half-Life editing utilities to create something for another + one of my passions: the guitar. Introducing virtuAMP, + an open source real time virtual guitar amplifier and practice amp alternative. You can sample some + audio clips on the about + page (I never claimed to be a good guitarist), and check out it's interface below:

+ +
+ virtuAMP +
+
+
+
Modified: Mar 20th, 2008 - 4:37:19 am[ 3 + Comments ] +
+
+

+
+
+
And + Then There Were Two - NemPosted: Mar 10th, 2007 - 6:12:21 pm +
+
+
+

I've released yet another VTF utility, this time its a plug-in for an ever improving Paint.NET. The + plug-in is based closely on its Photoshop counterpart, but additionally supports normal map generation + and animations. You can grab the new plug-in and its source code here. + VTFLib + and the Photoshop + VTF Plug-in have also received updates.

+
+
+
[ 7 + Comments ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 13 - NemPosted: Jan 20th, 2007 - 7:31:11 pm +
+
+
+

I've released v1.0.0 Alpha 13 of Crafty, + a release which adds several missing + features bringing Crafty significantly closer to leaving the alpha stage. The latest build can + be found here. + Some important notes:

+ +
    +
  • Due to changes in the lightmap generation code for Source VBSP files, upgrading users should make + sure to set the Gamma for Source VBSP files to 2.2 in Object Viewer's + Options (found under the Setup menu).
  • +
  • Users who were experiencing problems with fonts should insure that the + Engine.FontDriver setting in Object Viewer's INI file (ov.ini) is set to + Sprite, or, as a last resort, Null. If you cannot find this setting, run Object + Viewer once beforehand.
  • +
  • Dynamic Lighting is very much a work in progress. I've added shader support to Crafty to + better simulate how the Source engine dynamically lights models, but the improved dynamic lighting + pipeline wont be available unto the next release.
  • +
+
+
+
[ 10 + Comments ] +
+
+

+
+
+
Out + with the old, in with the new. - NemPosted: Jan 9th, 2007 - 10:15:42 pm +
+
+
+

I realize I haven't updated my site in a while, so I thought I'd take a minute to let all of you who + have made feature requests over the past few months know that I haven't forgotten about you. So just + what have I been up to?

+ +

First and foremost, I've released version 1.6.3 of GCFScape. + This new version features configurable columns for viewing additional properties, removal of the File + Mapping requirement for defragmenting GCF files (to prevent an overzealous Windows from caching the + entire file) and relaxed GCF file integrity checks; all community requested features. As always it can + be found here. +

+ +

Lastly, I've been hard at work on Crafty, + implementing the dozen or so features that have been requested. Unfortunately, I bit off a little more + than I can chew which means the next release is still a few weeks off (and rapidly approaching the + feature set I'm looking for to take it out of alpha). VBSP upgrades include cloud shaders, fog + entities, dynamic lighting, improved 3D skybox support and corrected lightmaps (still not quite + right):

+ +
Object Viewer +
+
+
+
[ 6 + Comments ] +
+
+
+
+
+
+
Home
+ +

+
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Login
+
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+
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+ +
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+ +

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Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/BSP_Viewer-Download.html b/pages/BSP_Viewer-Download.html new file mode 100644 index 0000000..8f4e544 --- /dev/null +++ b/pages/BSP_Viewer-Download.html @@ -0,0 +1,235 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
BSP + Viewer v1.5.6 Full - NemPosted: Apr 17th, 2004 - 5:06:58 pm +
+
+
About: +

BSP Viewer v1.5.6 - BSP Viewer and all the files you need to run it (except the + .NET Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework v1.1 (23,698 KB Executable) - BSP Viewer is written in C++ .NET and such as requires + the .NET runtimes. The .NET runtime is available as a Windows Update. v1.1 is required.

+ + Download: + +
+
+
Modified: Apr 14th, 2006 - 1:38:17 pm[ 53 + Comments ] +
+
+
+
+
+
+
BSP Viewer
+ +

+
+
Login
+
+
+
Username:
+
+
Password:
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» lukaavalo
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/BSP_Viewer.html b/pages/BSP_Viewer.html new file mode 100644 index 0000000..fc4c2ae --- /dev/null +++ b/pages/BSP_Viewer.html @@ -0,0 +1,248 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + BSP Viewer - NemPosted: Apr 17th, 2004 - 5:03:52 pm +
+
+
About: +

BSP Viewer is a utility designed for mappers for previewing Half-Life 1 .bsp files and technical + information about how they are being rendered. This is meant to help mappers find problem areas in + their BSP files that need to be optimized.

+ +

BSP Viewer has been superseded by Crafty, my new Half-Life 1 and Half-Life 2 .bsp, .gl, .map, .mdl, + .rmf and .vmf viewer. Crafty can be found here. +

+ + Screenshots: +
+
+ BSP Viewer +

+ BSP Viewer +

+ BSP Viewer +

+ BSP Viewer +

+
+ + Features: +
    +
  • Optional rendering of textures, lighting, entities, special textures, transparent textures and + sorting.
  • +
  • Edge viewing and clipping.
  • +
  • Optional use of VIS, frustum and backface culling.
  • +
  • Scene freezing.
  • +
  • Optional rendering of entities in special render modes.
  • +
  • Real time entity editing.
  • +
  • Entity picking.
  • +
  • GCF loading.
  • +
  • PTS loading.
  • +
  • Exports .3ds, .map, .xsi, .ent and .bmp files.
  • +
  • Scene information viewing.
  • +
  • Supports .bsp files without VIS or RAD information
  • +
  • Recent .bsp file menu.
  • +
  • Quick and easy setup.
  • +
  • 100% Free.
  • +
+
+
+
Modified: Aug 8th, 2006 - 3:49:03 pm[ 49 + Comments ] +
+
+
+
+
+
+
BSP Viewer
+ +

+
+
Login
+
+
+
Username:
+
+
Password:
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+ +

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Batch_Compiler-Download.html b/pages/Batch_Compiler-Download.html new file mode 100644 index 0000000..04e23ca --- /dev/null +++ b/pages/Batch_Compiler-Download.html @@ -0,0 +1,352 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Batch + Compiler v3.1.2 Full - NemPosted: Aug 4th, 2004 - 1:41:21 am +
+
+
About: +

Batch Compiler v3.1.2 - Batch Compiler and all the files you need to run it (except the .NET Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework v1.1 (23,698 KB Executable) - Batch Compiler is written in C# .NET and as such + requires the .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is + required.

+ + Download: + + + Half-Life Compiled: +

Half-Life Compiled - Batch Compiler and all the files you need to run it ( + except the .NET Framework). Half-Life Compiled is a third party installer which will + automatically set Batch Compiler up for you. Note: Half-Life Compiled comes with other 3rd party + utilities (such as Zoners) and uses a customized set of the official Batch Compiler specifications. +

+ + Download: + +
+
+
Modified: Apr 4th, 2006 - 9:01:49 pm[ 38 + Comments ] +
+
+

+
+
+
Mapping + Tools - NemPosted: Aug 4th, 2004 - 1:41:03 am +
+
+
About: +

Mapping Tools - A collection of tools supported by Batch Compiler including:

+ +
    +
  • HLFix (v0.81b)
  • +
  • Map Backup (v2.0)
  • +
  • Quake Tools Legacy (v2.8)
  • +
  • RESGen (v2b3)
  • +
  • Zoners Tools Legacy (v2.5.3)
  • +
  • Zoners Tools P Series (v1.7p15)
  • +
+ + Download from Web Archive: + + + Download from unofficial Github mirror: + +
+
+
Modified: Mar 26th, 2006 - 1:21:17 pm[ Comment + ] +
+
+

+
+
+
Batch + Compiler v2.0.3.1 Full - NemPosted: May 26th, 2003 - 4:21:39 pm +
+
+
About: +

Batch Compiler v2.0.3.1 (4,438 KB Executable) - The latest version of Batch Compiler and all the + files you need to run it.

+

Note: please uninstall any previous versions of Batch Compiler before + running the setup. Your settings will be saved.

+ + Download: + +
+
+
Modified: Mar 26th, 2006 - 1:21:41 pm[ 13 + Comments ] +
+
+

+
+
+
Batch + Compiler v2.0.3.1 Upgrade - NemPosted: May 26th, 2003 - 4:14:07 pm +
+
+
About: +

Batch Compiler v2.0.3 (628 KB Zip File) - Upgrade from Batch Compiler 2.0.0 to 2.0.3 to Batch + Compiler 2.0.3.1.

+ + Download: + +
+
+
Modified: Mar 26th, 2006 - 1:22:03 pm[ 2 + Comments ] +
+
+
+
+
+
+
Batch Compiler
+ +

+
+
Login
+
+
+
Username:
+
+
Password:
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+ +

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Batch_Compiler.html b/pages/Batch_Compiler.html new file mode 100644 index 0000000..e9f9862 --- /dev/null +++ b/pages/Batch_Compiler.html @@ -0,0 +1,247 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + Batch Compiler - NemPosted: May 26th, 2003 - 4:00:59 pm +
+
+
About: +

Batch Compiler is a Front End program designed to compile all your maps in the simplest and fastest + way possible, batch files. The program works on Batch Compiler Specification (BCS) files which are + dynamic configuration files capable of specifying almost everything in Batch Compiler, from the + switches, to the way the batch file is written and what is written where. Batch Compiler comes with + specification files for the current Source Tools, Zoners Tools, the old Quake Tools, HLFix, RESGen, + Map Backup and many other programs. Each switch contains a brief description on what it does to help + make everything easy and centralized.

+ + Screenshots: +
+
+ Batch Compiler +

+ Batch Compiler +

+
+ + Features: +
    +
  • Every switch in the current Source Tools and Zoners Tools.
  • +
  • A description of what each switch does.
  • +
  • Automatic specification updating.
  • +
  • The ability to save "Preset" files and assign them to quick launch buttons.
  • +
  • The ability to associate presets with Batch Compiler.
  • +
  • Specification files are written in a simple text format which can be customized and created by the + user.
  • +
  • A recent MAP file and recent Batch Compiler Preset (BCP) menu for quick access to everything.
  • +
  • Creates and runs BAT files on the fly, also allows for the option of saving BAT files separately + (for easy access and compiling without the program).
  • +
  • Lots of file management options such as deleting unneeded files and copying others after and + before compiling built into the specification files.
  • +
  • Program can be shut down while BAT files are running so Batch Compiler uses absolutely no memory + and you map gets 100% of your systems resources.
  • +
  • The ability to start HL with your map as soon as compilation is complete.
  • +
  • The ability to automatically open the maps log file as soon as compilation is complete.
  • +
  • Checks fields to insure they are correct.
  • +
  • Quick and easy setup.
  • +
  • 100% Free.
  • +
+
+
+
Modified: Mar 26th, 2006 - 5:30:00 pm[ 57 + Comments ] +
+
+
+
+
+
+
Batch Compiler
+ +

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+ +

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+ +
+
+ + + +
+
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+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Crafty-Download.html b/pages/Crafty-Download.html new file mode 100644 index 0000000..299fef1 --- /dev/null +++ b/pages/Crafty-Download.html @@ -0,0 +1,247 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Crafty + v1.0.2 - NemPosted: Aug 7th, 2006 - 12:49:18 pm +
+
+
About: +

Crafty v1.0.2 - Crafty and all the files you need to run it (except the .NET + Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework v2.0 (22,938 KB Executable) - Crafty is written in C++ .NET (using Visual C++ 2005 + SP1) and as such requires the .NET runtime and Visual C++ SP1 libraries to run. The .NET runtime is + also available as a Windows Update. v2.0 is required.

+ + Download: + + +
+
+
Modified: Nov 20th, 2010 - 1:38:25 pm[ 11 + Comments ] +
+
+
+
+
+
+
Crafty
+ +

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+ +
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+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Crafty.html b/pages/Crafty.html new file mode 100644 index 0000000..522a625 --- /dev/null +++ b/pages/Crafty.html @@ -0,0 +1,248 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + Crafty - NemPosted: Aug 7th, 2006 - 1:21:50 pm +
+
+
+

About:

+

Crafty is a 3D object, material, model and file browsing utility targeted towards Half-Life modders + or enthusiasts looking for a Steam Independent application for quick previews. It currently supports + Half-Life 2 .bsp, .mdl, .vmf and .gl formats along with Half-Life .bsp, .mdl, .map and .rmf formats in + a variety of render modes.

+ +

Screenshots:

+
+ Object Viewer

+ Object Viewer

+ Object Viewer

+ Object Viewer

+ File System Browser

+ Material Browser

+ Model Browser +
+ +

Features:

+
    +
  • View Half-Life 2 .bsp, .gl, .mdl and .vmf files.
  • +
  • View Half-Life 1 .bsp, .map, .mdl and .rmf files.
  • +
  • View .obj and .skp files.
  • +
  • Textured, solid, x-ray, wireframe and point render modes.
  • +
  • Toggle occlusion, frustum and backface culling.
  • +
  • Scene freezing.
  • +
  • Export all formats and materials to .obj.
  • +
  • Browse and export from GCF and other package formats.
  • +
  • Browse and export materials.
  • +
  • Browse and export models.
  • +
  • Quick and easy setup.
  • +
  • 100% free.
  • +
+ +

Hidden Features:

+

Crafty is designed foremost as an object viewer, but it also contains several useful features that + can be invoked externally. For example, Crafty's File System Browser, Material Browser and Model + Browser can all be invoked with special command arguments. To view one or more packages in File System + Browser simply use: Crafty.exe -fsb -mount [package 1] -mount [package 2] ... . To view one or + more packages in Material Browser simply use: Crafty.exe -msb -mount [package 1] -mount [package 2] + ... . To view one or more packages in Model Browser simply use: Crafty.exe -mb -mount + [package 1] -mount [package 2] ... . For example, if you wanted to view thumbnails of the + materials in source materials.gcf you would use Crafty.exe -msb -mount "source + materials.gcf". If you are familiar with Windows you can also add shortcuts to these features in + the system context menu.

+
+
+
Modified: Jul 25th, 2009 - 4:37:18 pm[ 225 + Comments ] +
+
+
+
+
+
+
Crafty
+ +

+
+
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+
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+ +

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+ +
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+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/GCFScape-Download.html b/pages/GCFScape-Download.html new file mode 100644 index 0000000..5757ce9 --- /dev/null +++ b/pages/GCFScape-Download.html @@ -0,0 +1,291 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
GCFScape + v1.8.6 Full - NemPosted: Jan 17th, 2006 - 8:27:11 pm +
+
+
About: +

GCFScape v1.8.6 - GCFScape and all the files you need to run it (except the + .NET Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework - GCFScape is written in C++ .NET (using Visual C++ 2010 SP1) and as such requires the + .NET Framework 4.0 (or later) and the Visual C++ 2010 SP1 runtime to run.

+ + Download: + +

If you don't already have the .Net Framework installed, or are unsure what to do, download the .Net + Framework 4.*:

+ + +

If you already have the .Net Framework installed, and just want to update your C++ runtimes, download + the appropriate Visual C++ runtime:

+ +
+
+
Modified: Jan 22nd, 2017 - 7:24:37 pm[ 94 + Comments ] +
+
+

+
+
+
GCFScape + v1.3.1 Full - NemPosted: Jan 2nd, 2004 - 4:21:48 pm +
+
+
About: +

GCFScape v1.3.1 - GCFScape and all the files you need to run it (except the + .NET Framework).

+ + Download: + + + Runtimes: (Required) +

.NET Framework v1.1 (23,698 KB Executable) - GCFScape is written in C++ .NET and as such requires the + .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is required.

+ + Download: + +
+
+
Modified: Mar 26th, 2006 - 1:17:23 pm[ 299 + Comments ] +
+
+
+
+
+
+
GCFScape
+ +

+
+
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+ +
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+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/GCFScape.html b/pages/GCFScape.html new file mode 100644 index 0000000..91204f0 --- /dev/null +++ b/pages/GCFScape.html @@ -0,0 +1,228 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + GCFScape - NemPosted: Jan 2nd, 2004 - 4:16:14 pm +
+
+
About: +

GCFScape is an explorer like utility that enables users to browse Half-Life packages and extract + their contents. GCFScape supports .bsp, .gcf, .ncf, .pak, .sga, .vpk, .wad and .xzp packages and runs + independently of Steam.

+ + Screenshots: +
+
+ GCFScape +

+
+ + Features: +
    +
  • Supports .bsp, .gcf, .ncf, .pak, .sga, .vpk, .wad and .xzp packages.
  • +
  • Explorer like interface for viewing package contents.
  • +
  • Extract any file or folder within a package.
  • +
  • Shell execute (preview) any file within a package.
  • +
  • Validate any file or folder within a package.
  • +
  • Defragment .gcf files.
  • +
  • Search for files within a package.
  • +
  • Configurable columns.
  • +
  • Recent package menu.
  • +
  • 100% Free.
  • +
+
+
+
Modified: Nov 23rd, 2008 - 7:44:56 pm[ 207 + Comments ] +
+
+
+
+
+
+
GCFScape
+ +

+
+
Login
+
+
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+
+
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+
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+
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+ +
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+ +

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+ +
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+
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+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/MAP_Viewer-Download.html b/pages/MAP_Viewer-Download.html new file mode 100644 index 0000000..e6c7545 --- /dev/null +++ b/pages/MAP_Viewer-Download.html @@ -0,0 +1,258 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
MAP + Viewer v1.0.1 Full - NemPosted: Oct 9th, 2003 - 6:06:06 pm +
+
+
About: +

MAP Viewer v1.0.1 (74 KB Zipped) - MAP Viewer and all the files you need to run it (except the .NET Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework v1.1 (23,698 KB Executable) - MAP Viewer is written in C++ .NET and as such requires + the .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.0 is required but + v1.1 is the latest.

+ + Download: + +
+
+
Modified: Mar 26th, 2006 - 1:24:27 pm[ 12 + Comments ] +
+
+

+
+
+
MAP + Viewer Source - NemPosted: Oct 9th, 2003 - 6:05:43 pm +
+
+
About: +

MAP Viewer Source (74 KB Zipped) - MAP Viewer source code (no binaries) for MS Visual Studio .NET + 2003. MAP Viewer uses managed C++ code and will not compile in Visual Studio 6.0 or G++

+ + Download: + +
+
+
Modified: Mar 26th, 2006 - 1:24:44 pm[ 1 + Comment ] +
+
+
+
+
+
+
MAP Viewer
+ +

+
+
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+
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+
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+ +
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+
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+
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+ +
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/MAP_Viewer.html b/pages/MAP_Viewer.html new file mode 100644 index 0000000..37a1496 --- /dev/null +++ b/pages/MAP_Viewer.html @@ -0,0 +1,235 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + MAP Viewer - NemPosted: Aug 6th, 2003 - 9:43:58 pm +
+
+
About: +

MAP viewer is a utility designed for fast accurate 3D previews of .MAP files.

+ +

MAP Viewer has been superseded by Crafty, my new Half-Life 1 and Half-Life 2 .bsp, .gl, .map, .mdl, + .rmf and .vmf viewer. Crafty can be found here. +

+ + Screenshots: +
+
+ MAP Viewer +

+ MAP Viewer +

+
+ + Features: +
    +
  • Textured, Solid, Wireframe and Point render modes.
  • +
  • Tree representation of world objects.
  • +
  • Entity attribute viewing.
  • +
  • Special texture hiding (sky, hint, skip etc.).
  • +
  • Brush outlining.
  • +
  • Entity, Brush and Face highlighting.
  • +
  • Point file loading.
  • +
  • Recent .map file menu.
  • +
  • Quick and easy setup.
  • +
  • 100% Free.
  • +
+
+
+
Modified: Aug 8th, 2006 - 3:49:32 pm[ 22 + Comments ] +
+
+
+
+
+
+
MAP Viewer
+ +

+
+
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+
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+
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+ +
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+ +

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+ +
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+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Miscellaneous-Auto_Seamer.html b/pages/Miscellaneous-Auto_Seamer.html new file mode 100644 index 0000000..1d23f49 --- /dev/null +++ b/pages/Miscellaneous-Auto_Seamer.html @@ -0,0 +1,242 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Auto + Seamer - NemPosted: May 26th, 2003 - 6:01:04 pm +
+
+
About: +

Very simple program I made for a friend and my own personal use. It turned out to be soo good at what + it did that I decided to throw it up here. The program takes an ordinary texture (it loads and saves + bitmaps, or you can just copy and paste the textures in which is easier) and provides you with three + little algorithms to seam it. It has a weighted averaging system which works well with pretty much any + texture, an offset algorithm which works really well with some textures and not with others, and a + speckle algorithm which is like a logical noise algorithm to help add some randomness back into the + seam. The program is NOT optimized in any way. It works fine with small textures (like 256 * 256) but + starts to slow down significantly when you get up to around 512 * 512 (which you really shouldn't have + in a Half-Life map...) Thats it. Hope you find it useful.

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Screenshots: +
+
+ Auto Seamer +
+
+
+
Modified: Mar 26th, 2006 - 5:38:23 pm[ 3 + Comments ] +
+
+
+
+
+
+
Miscellaneous
+ +

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+
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+
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+ +
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+
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+
» Astrez
+
+

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+ +
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Miscellaneous-BSP_View.html b/pages/Miscellaneous-BSP_View.html new file mode 100644 index 0000000..194b391 --- /dev/null +++ b/pages/Miscellaneous-BSP_View.html @@ -0,0 +1,288 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
BSP + View - NemPosted: May 26th, 2003 - 6:14:33 pm +
+
+
About: +

This is a modified version of BSP_view by Botman. + The update was aimed to fix various bugs and add more functionality to the program. This program has + since been replaced with BSP + Viewer.

+ + Screenshots: +
+
+ BSP View +

+ BSP View +

+ BSP View +

+
+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Revision History: + +

+ + v1.1.0 + +
    +
  • EVS (Entity Visibility Set) calculated for each map off its VIS.
  • +
  • Use of EVS allows for more accurate e_poly representation.
  • +
  • The whole world is drawn when you are outside it.
  • +
  • BSP Load progress displayed.
  • +
  • Increased some of the limits (they were based in qtool limits).
  • +
  • Memory leak fixed.
  • +
+ + v1.0.0 + +
    +
  • Fixed frustum problems.
  • +
  • Hacked fix for texture problems caused by maps with textures larger then 512 pixels (it'll work up + to 1024 now).
  • +
  • Resize problem on start fixed (the black bar).
  • +
  • Crosshair stays in middle of screen on resize.
  • +
  • "Camera position out of range." error removed (your just repositioned at 0, 0, 0).
  • +
  • GUI added (menu).
  • +
  • Various additional options that previously were only changed in the config file added to GUI (not + all though).
  • +
  • Optimized wireframe mesh.
  • +
  • Added a bunch more 'modes' to the edge option (press e or look in menu).
  • +
  • Keyboard can take multiple keys (ie. you can strafe and walk at the same time).
  • +
  • Frustum culling added for entity models.
  • +
  • You can view your entity poly counts now (they probably aren't culled the same way as in HL + though).
  • +
  • Option to view scene info & crosshair.
  • +
  • Option to render models or not.
  • +
  • Option to render the skybox or not.
  • +
  • Solid and textured render modes.
  • +
  • Right click and drag to move camera's look at position.
  • +
  • 'Z' key puts you into the old mode of 'looking' (like in WC).
  • +
  • Ability to load a new level without restarting the app.
  • +
  • WASD can be used to move (R & F for up and down respectively).
  • +
  • Minor additional optimizations.
  • +
  • Gave it an icon.
  • +
+
+
+
Modified: Mar 26th, 2006 - 5:40:37 pm[ 12 + Comments ] +
+
+
+
+
+
+
Miscellaneous
+ +

+
+
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+
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+ +
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+
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+
+

+
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+ +
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Miscellaneous-HLLib.html b/pages/Miscellaneous-HLLib.html new file mode 100644 index 0000000..593e364 --- /dev/null +++ b/pages/Miscellaneous-HLLib.html @@ -0,0 +1,633 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
HLLib + - NemPosted: May 23rd, 2005 - 6:32:20 pm +
+
+
About: + +

HLLib is a package library for Half-Life that abstracts several package formats and provides a simple + interface for all of them. HLLib is written in native C++ but exposes both a C and C++ interface which + can be used in any C or C++ application (additional languages may also use the library with standard C + imports). HLLib works natively in both Windows (x86 and x64) and Linux. BSP, GCF, NCF, PAK, VPK, WAD, + XZP and uncompressed ZIP package formats are supported.

+ +

HLLib is an open source library licensed under the LGPL. It comes with the source code and binaries + necessary to use it. An example application called HLExtract, which is licensed under the GPL, is also + included. HLExtract is a command line utility written in C that can load all HLLib supported packages + and extract multiple items from them while maintaining their directory structure. Also included is a + C# HLExtract port called HLExtract.Net.

+ + Download from Web Archive: + + + + + Download from unofficial Github mirror: + + + + GridMount: + +

A MacFUSE + file system handler called GridMount + is available for those looking to run HLLib on a Mac.

+ + Java Wrapper: + +

A Java wrapper is available for those looking to use HLLib in Java. It can be found on SourceForge. +

+ + Revision History: + +

+ + v2.4.6 +
    +
  • Modified VPF file support to handle the removal of a null terminator from the end of the + directory.
  • +
+ + v2.4.5 +
    +
  • Added support for new SGA file format (v6).
  • +
  • Added support for new SGA file format (v7).
  • +
+ + v2.4.4 +
    +
  • Fixed support for VPK file format (v1).
  • +
+ + v2.4.3 + +
    +
  • Added support for new VPK file format (v2). +
  • +
  • Added SGA file support. +
  • +
  • Added ZIP deflate support. +
  • +
+ + v2.4.2 + +
    +
  • Fixed crash when opening VBSP files with no pak file lump. +
  • +
+ + + v2.4.1 + +
    +
  • Fixed crash in CProcStream. +
  • +
  • Fixed VPK signature check. +
  • +
  • Workaround for crash in .Net wrapper. +
  • +
+ + v2.4.0 + +
    +
  • Added support for GCF files larger than 4 GB. +
  • +
+ + v2.3.0 + +
    +
  • Added support for x64. +
  • +
  • Added Visual Studio 2010 solution. +
  • +
  • Added Visual Studio 2008 solution.. +
  • +
  • Removed Visual Studio 2003 solution. +
  • +
+ + v2.2.0 + +
    +
  • Added support for packages larger than 4 GB. +
  • +
+ + v2.1.2 + +
    +
  • Added support for new VBSP file format. +
  • +
+ + v2.1.1 + +
    +
  • Added support for new VPK file format. +
  • +
  • Added VPK file validation. +
  • +
  • Fixed crash when closing VPK files. +
  • +
+ + v2.1.0 + +
    +
  • Added VPK file support. +
  • +
+ + v2.0.11 + +
    +
  • Added VBSP .lmp support. +
  • +
  • Fixed support for files over 2 GB. +
  • +
+ + v2.0.10 + +
    +
  • Added Last Version Played attribute to NCF file. +
  • +
  • Fixed change to directory entry folder terminator. +
  • +
+ + v2.0.9 + +
    +
  • Added Last Version Played attribute to GCF file. +
  • +
+ + v2.0.8 + +
    +
  • Improved GCF version check. +
  • +
  • Fixed fragmentation header checksum after defragment. +
  • +
+ + v2.0.7 + +
    +
  • Added different search string comparisons. +
  • +
  • Added Visual Studio 2005 solution. +
  • +
  • Improved package type tests. +
  • +
+ + v2.0.6 + +
    +
  • Added generic write support to mapping interface. +
  • +
  • Added no recurse option to FindFirst()/FindNext(). +
  • +
  • Improved package item attribute consistency. +
  • +
  • Fixed GCC visibility support. +
  • +
  • Fixed unnecessary GCF bounds check. +
  • +
  • Fixed BSP unused lump check.
  • +
+ + v2.0.5 + +
    +
  • Added Linux support. +
  • +
  • Fixed near infinite find next recursion. +
  • +
+ + v2.0.4 + +
    +
  • Fixed bug in GCF file defragmentation progress. +
  • +
+ + v2.0.3 + +
    +
  • Added NCF file support. +
  • +
+ + v2.0.2 + +
    +
  • Added GCF file defragmentation. +
  • +
  • Added fragmentation property to GCF files. +
  • +
  • Added Dark Messiah VBSP support. +
  • +
  • Fixed hlPackageCreateStream() bug. +
  • +
  • Fixed CMapping::GetTotalMemoryUsed() calculation. +
  • +
  • Fixed PAK file path parsing. +
  • +
  • Improved error messages. +
  • +
  • Improved file mapping performance. +
  • +
+ + v2.0.1 + +
    +
  • Added memory tracking. +
  • +
  • Improved view management. +
  • +
  • Fixed memory mapping bug. +
  • +
  • Fixed user data bug in proc reader. +
  • +
  • Fixed WAD file GetImageData() bug. +
  • +
  • Fixed default mapping stream view size. +
  • +
  • Fixed a minor memory leak. +
  • +
+ + v2.0.0 + +
    +
  • Rewrote entire library.
  • +
  • Open packages from anywhere (files, memory, abstract streams).
  • +
  • Get package and item attributes.
  • +
  • Stream package data.
  • +
  • Validate package data.
  • +
  • Added a C wrapper.
  • +
  • Improved and optimized package loading code.
  • +
  • Improved package detection.
  • +
+ + v1.1.8 + +
    +
  • Added XZP file support.
  • +
+ + v1.1.7 + +
    +
  • Added Source engine BSP support.
  • +
+ + v1.1.6 + +
    +
  • Added mipmap level option to CWADFile.
  • +
+ + v1.1.5 + +
    +
  • Improved WAD file support.
  • +
+ + v1.1.4 + +
    +
  • Improved detection of corrupt packages.
  • +
+ + v1.1.3 + +
    +
  • Extended CGCFFile.
  • +
  • Extended CFileMapping and CPrimitiveFileMapping to allow for volatile access.
  • +
  • Fixed CPackageUtility::Extract() bug caused by illegal characters.
  • +
  • Files of size 0 B are now treated as valid files.
  • +
+ + v1.1.2 + +
    +
  • Extended CPackage.
  • +
  • Extended CMappedPackage.
  • +
  • Improved error messages for system calls.
  • +
+ + v1.1.1 + +
    +
  • Fixed last error not being set in CMappedPackage::Open().
  • +
+ + v1.1.0 + +
    +
  • Rewrote mapping code to be more flexible.
  • +
  • Packages located on disk or in memory can now be loaded.
  • +
  • Optimized file mapping.
  • +
  • Fixed CPackage::Root bug.
  • +
  • Fixed CGCFFile::GetFileSizeOnDisk() bug.
  • +
+ + v1.0.4 + +
    +
  • Fixed CPackage memory leak.
  • +
  • Fixed CMappedPackage initialization bug.
  • +
  • Fixed CMappedPackage deinitialization bug.
  • +
  • Changed CDirectoryItem::Parent to a CDirectoryFolder.
  • +
  • Extended CWADFile.
  • +
  • Added CBSPFile which acts like CWADFile on a BSP's textures.
  • +
+ + v1.0.3 + +
    +
  • Extended CWADFile.
  • +
  • Changed GetFileSizeEx() to GetFileSize() (Not all versions of Windows supported the former).
  • +
+ + v1.0.2 + +
    +
  • Extended CPackage.
  • +
  • Extended CGCFFile.
  • +
  • Converted from bool to BOOL.
  • +
  • HLLib now used by GCFScape.
  • +
+ + v1.0.1 + +
    +
  • Added callback functionality to CPackageUtility::Extract().
  • +
  • Extended CGCFFile.
  • +
  • Minor bug fixes.
  • +
+ + v1.0.0 + +
    +
  • Original build.
  • +
+
+
+
Modified: Jan 22nd, 2017 - 6:09:30 pm[ 39 + Comments ] +
+
+

+
+
+
libhl + - NemPosted: May 23rd, 2005 - 6:30:02 pm +
+
+
About: + +

SavannahLion of HLPD has ported my HLLib library to Linux. The port has been dubbed libhl and + contains a HLExtract clone Slatch.

+ + Download: + + +
+
+
Modified: Jun 17th, 2006 - 4:30:24 pm[ 14 + Comments ] +
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Miscellaneous-Open_Now.html b/pages/Miscellaneous-Open_Now.html new file mode 100644 index 0000000..c741386 --- /dev/null +++ b/pages/Miscellaneous-Open_Now.html @@ -0,0 +1,416 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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+
Open + Now! - NemPosted: Dec 18th, 2009 - 12:30:47 am +
+
+
About: + +

Open Now! is a Visual Studio 2005, 2008 and 2010 add-in which allows you to quickly search for files + by name and open them in Visual Studio. Open Now! is an open source add-in licensed under the GPL.

+ + Screenshots: + +
+
+ Open Now! +

+ Open Now! +

+
+ + Features: + +
    +
  • Open files in Visual Studio or view them in Windows Explorer.
  • +
  • Force open files in code view (instead of designer view which some file types default to).
  • +
  • Filter and sort by file name, file path, project name and project path.
  • +
  • Filter using wildcards.
  • +
  • Retain settings between uses.
  • +
  • Fast responsive interface.
  • +
  • Open source.
  • +
+ + Download from Web Archive: + + + + Download from unofficial Github mirror: + + + +

* Includes binaries built for Visual Studio 2005, 2008 and 2010.

+ + Special Characters: + +

There are a number of special characters that can prefix search terms. You can string several special + characters together to create more advanced terms. The actual search string starts after the first + invalid special character or opening quote. These special characters are:

+ +
    +
  1. The ampersand (&) specifies that the search string should be combined with a logical + "and". (Note, this is the default implicit behavior - you probably wont even need to type an + ampersand).
  2. +
  3. The vertical bar (|) specifies that the search string should be combined with a logical + "or".
  4. +
  5. The hyphon (-) and apostrophe (!) specify that the search string should be negated. +
  6. +
  7. The backward slash (\) or forward slash (/) specify that the whole file or project + path should be searched, not just the file or project name.
  8. +
  9. The colon (:) specifies that the project or project path should be searched and not the + file name or file path.
  10. +
  11. The double quote (") can be used to surround the above special characters (or spaces) to + effectively "escape" them.
  12. +
  13. The asterisk (*) can be used as a multi character wildcard.
  14. +
  15. The question mark (?) can be used as a single character wildcard.
  16. +
+ + Special Character Examples: + +

+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Example
+
+
Description
+
+ substring .h + + Find all files containing substring in all .h files. +
+ substring |.cpp |.h + + Find all files containing substring in all .cpp and .h files. +
+ substring -.h + + Find all files containing substring in all files except .h files. +
+ substring -.cpp -.h + + Find all files containing substring in all files except .cpp and .h + files. +
+ substring \\include\ + + Find all files containing substring in any folder called include. +
+ substring :\"header files" + + Find all files containing substring in any filter containing header files. +
+ :substring + + Find all files in any project containing substring. +
+ substring *.h + + Find all files containing substring in all files ending in .h. +
+
+
+ + Revision History: + +

+ + v1.1.0 + +
    +
  • Added option to open files outside of your solution. +
  • +
  • Added an OpenComplementary command (Alt+O) to open files of the same name but differing + extensions.
  • +
+ + v1.0.2 + +
    +
  • Added support for Visual Studio 2010.
  • +
+ + v1.0.1 + +
    +
  • Added support for Visual Studio 2008.
  • +
+ + v1.0.0 + +
    +
  • Original build.
  • +
+
+
+
Modified: Nov 26th, 2016 - 6:27:14 pm[ 1 + Comment ] +
+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Miscellaneous-PDN_VTF_Plug-In.html b/pages/Miscellaneous-PDN_VTF_Plug-In.html new file mode 100644 index 0000000..9cea7bc --- /dev/null +++ b/pages/Miscellaneous-PDN_VTF_Plug-In.html @@ -0,0 +1,297 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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VTF + Plug-In for Paint.NET - NemPosted: Mar 10th, 2007 - 5:59:31 pm +
+
+
About: + +

VTF Plug-In is a 32 bit/64 bit Paint.NET file format + plug-in for the .vtf file format. It is a simple plug-in that supports single-frame/multiple-frame, 3 + or 4 channel .vtf files in any format. It is designed for typical .vtf creation and viewing and does + not contain the advanced features found in VTFEdit. + Nonetheless, it can be a useful tool for creating simple .vtf files.

+ + Screenshots: + +
+
+ VTF Plug-In +

+
+ + Download from Web Archive: + + + + Download from unofficial Github mirror: + + + + Revision History: + +

+ + v1.1.1 + +
    +
  • Added support for version 7.5 of the VTF format.
  • +
+ + v1.1.0 + +
    +
  • Added x64 support.
  • +
  • Upgraded to VTFLib v1.3.0.
  • +
+ + v1.0.4 + +
    +
  • Added support for version 7.4 of the VTF format.
  • +
  • Upgraded to VTFLib v1.2.7.
  • +
+ + v1.0.3 + +
    +
  • Added support for version 7.3 of the VTF format.
  • +
  • Added version option.
  • +
  • Upgraded to VTFLib v1.2.6.
  • +
+ + v1.0.2 + +
    +
  • Image data allocation for animated files no longer done on the stack.
  • +
+ + v1.0.1 + +
    +
  • Fixed flags not saving at all.
  • +
  • Improved automatic flag selection.
  • +
+ + v1.0.0 + +
    +
  • Original build.
  • +
+
+
+
Modified: Aug 1st, 2010 - 6:11:05 pm[ 31 + Comments ] +
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Miscellaneous-PS_VTF_Plug-In.html b/pages/Miscellaneous-PS_VTF_Plug-In.html new file mode 100644 index 0000000..1aa2459 --- /dev/null +++ b/pages/Miscellaneous-PS_VTF_Plug-In.html @@ -0,0 +1,322 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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VTF + Plug-In for Photoshop - NemPosted: May 6th, 2005 - 3:08:47 pm +
+
+
About: + +

VTF Plug-In is an Adobe Photoshop 6.0 and up file format plug-in for the .vtf file format. It + is a simple plug-in that supports single-frame/single-face, 3 or 4 channel .vtf files in any format. + It is designed for typical .vtf creation and viewing and does not contain the advanced features found + in VTFEdit. + Nonetheless, it can be a useful tool for creating simple .vtf files. The plug-in does not support 64 + bit versions of Photoshop.

+ + Screenshots: + +
+
+ VTF Plug-In +

+
+ + Download from Web Archive: + + + + Download from unofficial Github mirror: + + + + Revision History: + +

+ + v1.0.11 + +
    +
  • Fixed alpha channel premultiplying on open.
  • +
+ + v1.0.10 + +
    +
  • Added support for multiple alpha channels.
  • +
+ + v1.0.9 + +
    +
  • Added support for version 7.4 of the VTF format.
  • +
  • Upgraded to VTFLib v1.2.7.
  • +
+ + v1.0.8 + +
    +
  • Added support for version 7.3 of the VTF format.
  • +
  • Upgraded to VTFLib v1.2.6.
  • +
+ + v1.0.7 + +
    +
  • Added spray templates.
  • +
  • Upgraded to VTFLib v1.2.5.
  • +
+ + v1.0.6 + +
    +
  • Added "Mipmaps" option.
  • +
  • Upgraded to VTFLib v1.2.2.
  • +
+ + v1.0.5 + +
    +
  • Added support for 16 bit channel reading.
  • +
  • Upgraded to VTFLib v1.2.1.
  • +
+ + v1.0.4 + +
    +
  • Upgraded to VTFLib v1.2.0.
  • +
+ + v1.0.3 + +
    +
  • Upgraded to VTFLib v1.1.3.
  • +
+ + v1.0.2 + +
    +
  • Added format templates.
  • +
+ + v1.0.1 + +
    +
  • Improved format specific flag handling.
  • +
  • Fixed combobox height.
  • +
+ + v1.0.0 + +
    +
  • Original build.
  • +
+
+
+
Modified: Mar 5th, 2013 - 4:27:23 am[ 141 + Comments ] +
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Miscellaneous-wad2bmp.html b/pages/Miscellaneous-wad2bmp.html new file mode 100644 index 0000000..04d01f1 --- /dev/null +++ b/pages/Miscellaneous-wad2bmp.html @@ -0,0 +1,266 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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+
wad2bmp + - NemPosted: May 28th, 2003 - 12:59:36 pm +
+
+
About: +

This simple command line program takes a Half-Life WAD or BSP file and extracts the highest + resolution mipmap of each texture as a bitmap.

+ + Arguments: + +

wad2bmp.exe -p <package> [-d <directory>]

+ + Examples: + +

Extract all the textures in c:\mywad.wad to the working directory:

+

+ wad2bmp.exe -p c:\mywad.wad +

+ +

Extract all the textures in c:\mywad.wad to c:\textures:

+

+ wad2bmp.exe -p c:\mywad.wad -d c:\textures +

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Revision History: + +

+ + v2.0.1 + +
    +
  • Upgraded to HLLib v1.1.3.
  • +
+ + v2.0.0 + +
    +
  • wad2bmp rewrite using HLLib.
  • +
+ + v1.0.0 + +
    +
  • Original release.
  • +
+
+
+
Modified: Mar 26th, 2006 - 5:37:14 pm[ 10 + Comments ] +
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Miscellaneous.html b/pages/Miscellaneous.html new file mode 100644 index 0000000..8399163 --- /dev/null +++ b/pages/Miscellaneous.html @@ -0,0 +1,632 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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+
HLLib + - NemPosted: May 23rd, 2005 - 6:32:20 pm +
+
+
About: + +

HLLib is a package library for Half-Life that abstracts several package formats and provides a simple + interface for all of them. HLLib is written in native C++ but exposes both a C and C++ interface which + can be used in any C or C++ application (additional languages may also use the library with standard C + imports). HLLib works natively in both Windows (x86 and x64) and Linux. BSP, GCF, NCF, PAK, VPK, WAD, + XZP and uncompressed ZIP package formats are supported.

+ +

HLLib is an open source library licensed under the LGPL. It comes with the source code and binaries + necessary to use it. An example application called HLExtract, which is licensed under the GPL, is also + included. HLExtract is a command line utility written in C that can load all HLLib supported packages + and extract multiple items from them while maintaining their directory structure. Also included is a + C# HLExtract port called HLExtract.Net.

+ + Download from Web Archive: + + + + Download from unofficial Github mirror: + + + + GridMount: + +

A MacFUSE + file system handler called GridMount + is available for those looking to run HLLib on a Mac.

+ + Java Wrapper: + +

A Java wrapper is available for those looking to use HLLib in Java. It can be found on SourceForge. +

+ + Revision History: + +

+ + v2.4.6 +
    +
  • Modified VPF file support to handle the removal of a null terminator from the end of the + directory.
  • +
+ + v2.4.5 +
    +
  • Added support for new SGA file format (v6).
  • +
  • Added support for new SGA file format (v7).
  • +
+ + v2.4.4 +
    +
  • Fixed support for VPK file format (v1).
  • +
+ + v2.4.3 + +
    +
  • Added support for new VPK file format (v2). +
  • +
  • Added SGA file support. +
  • +
  • Added ZIP deflate support. +
  • +
+ + v2.4.2 + +
    +
  • Fixed crash when opening VBSP files with no pak file lump. +
  • +
+ + + v2.4.1 + +
    +
  • Fixed crash in CProcStream. +
  • +
  • Fixed VPK signature check. +
  • +
  • Workaround for crash in .Net wrapper. +
  • +
+ + v2.4.0 + +
    +
  • Added support for GCF files larger than 4 GB. +
  • +
+ + v2.3.0 + +
    +
  • Added support for x64. +
  • +
  • Added Visual Studio 2010 solution. +
  • +
  • Added Visual Studio 2008 solution.. +
  • +
  • Removed Visual Studio 2003 solution. +
  • +
+ + v2.2.0 + +
    +
  • Added support for packages larger than 4 GB. +
  • +
+ + v2.1.2 + +
    +
  • Added support for new VBSP file format. +
  • +
+ + v2.1.1 + +
    +
  • Added support for new VPK file format. +
  • +
  • Added VPK file validation. +
  • +
  • Fixed crash when closing VPK files. +
  • +
+ + v2.1.0 + +
    +
  • Added VPK file support. +
  • +
+ + v2.0.11 + +
    +
  • Added VBSP .lmp support. +
  • +
  • Fixed support for files over 2 GB. +
  • +
+ + v2.0.10 + +
    +
  • Added Last Version Played attribute to NCF file. +
  • +
  • Fixed change to directory entry folder terminator. +
  • +
+ + v2.0.9 + +
    +
  • Added Last Version Played attribute to GCF file. +
  • +
+ + v2.0.8 + +
    +
  • Improved GCF version check. +
  • +
  • Fixed fragmentation header checksum after defragment. +
  • +
+ + v2.0.7 + +
    +
  • Added different search string comparisons. +
  • +
  • Added Visual Studio 2005 solution. +
  • +
  • Improved package type tests. +
  • +
+ + v2.0.6 + +
    +
  • Added generic write support to mapping interface. +
  • +
  • Added no recurse option to FindFirst()/FindNext(). +
  • +
  • Improved package item attribute consistency. +
  • +
  • Fixed GCC visibility support. +
  • +
  • Fixed unnecessary GCF bounds check. +
  • +
  • Fixed BSP unused lump check.
  • +
+ + v2.0.5 + +
    +
  • Added Linux support. +
  • +
  • Fixed near infinite find next recursion. +
  • +
+ + v2.0.4 + +
    +
  • Fixed bug in GCF file defragmentation progress. +
  • +
+ + v2.0.3 + +
    +
  • Added NCF file support. +
  • +
+ + v2.0.2 + +
    +
  • Added GCF file defragmentation. +
  • +
  • Added fragmentation property to GCF files. +
  • +
  • Added Dark Messiah VBSP support. +
  • +
  • Fixed hlPackageCreateStream() bug. +
  • +
  • Fixed CMapping::GetTotalMemoryUsed() calculation. +
  • +
  • Fixed PAK file path parsing. +
  • +
  • Improved error messages. +
  • +
  • Improved file mapping performance. +
  • +
+ + v2.0.1 + +
    +
  • Added memory tracking. +
  • +
  • Improved view management. +
  • +
  • Fixed memory mapping bug. +
  • +
  • Fixed user data bug in proc reader. +
  • +
  • Fixed WAD file GetImageData() bug. +
  • +
  • Fixed default mapping stream view size. +
  • +
  • Fixed a minor memory leak. +
  • +
+ + v2.0.0 + +
    +
  • Rewrote entire library.
  • +
  • Open packages from anywhere (files, memory, abstract streams).
  • +
  • Get package and item attributes.
  • +
  • Stream package data.
  • +
  • Validate package data.
  • +
  • Added a C wrapper.
  • +
  • Improved and optimized package loading code.
  • +
  • Improved package detection.
  • +
+ + v1.1.8 + +
    +
  • Added XZP file support.
  • +
+ + v1.1.7 + +
    +
  • Added Source engine BSP support.
  • +
+ + v1.1.6 + +
    +
  • Added mipmap level option to CWADFile.
  • +
+ + v1.1.5 + +
    +
  • Improved WAD file support.
  • +
+ + v1.1.4 + +
    +
  • Improved detection of corrupt packages.
  • +
+ + v1.1.3 + +
    +
  • Extended CGCFFile.
  • +
  • Extended CFileMapping and CPrimitiveFileMapping to allow for volatile access.
  • +
  • Fixed CPackageUtility::Extract() bug caused by illegal characters.
  • +
  • Files of size 0 B are now treated as valid files.
  • +
+ + v1.1.2 + +
    +
  • Extended CPackage.
  • +
  • Extended CMappedPackage.
  • +
  • Improved error messages for system calls.
  • +
+ + v1.1.1 + +
    +
  • Fixed last error not being set in CMappedPackage::Open().
  • +
+ + v1.1.0 + +
    +
  • Rewrote mapping code to be more flexible.
  • +
  • Packages located on disk or in memory can now be loaded.
  • +
  • Optimized file mapping.
  • +
  • Fixed CPackage::Root bug.
  • +
  • Fixed CGCFFile::GetFileSizeOnDisk() bug.
  • +
+ + v1.0.4 + +
    +
  • Fixed CPackage memory leak.
  • +
  • Fixed CMappedPackage initialization bug.
  • +
  • Fixed CMappedPackage deinitialization bug.
  • +
  • Changed CDirectoryItem::Parent to a CDirectoryFolder.
  • +
  • Extended CWADFile.
  • +
  • Added CBSPFile which acts like CWADFile on a BSP's textures.
  • +
+ + v1.0.3 + +
    +
  • Extended CWADFile.
  • +
  • Changed GetFileSizeEx() to GetFileSize() (Not all versions of Windows supported the former).
  • +
+ + v1.0.2 + +
    +
  • Extended CPackage.
  • +
  • Extended CGCFFile.
  • +
  • Converted from bool to BOOL.
  • +
  • HLLib now used by GCFScape.
  • +
+ + v1.0.1 + +
    +
  • Added callback functionality to CPackageUtility::Extract().
  • +
  • Extended CGCFFile.
  • +
  • Minor bug fixes.
  • +
+ + v1.0.0 + +
    +
  • Original build.
  • +
+
+
+
Modified: Jan 22nd, 2017 - 6:09:30 pm[ 39 + Comments ] +
+
+

+
+
+
libhl + - NemPosted: May 23rd, 2005 - 6:30:02 pm +
+
+
About: + +

SavannahLion of HLPD has ported my HLLib library to Linux. The port has been dubbed libhl and + contains a HLExtract clone Slatch.

+ + Download: + + +
+
+
Modified: Jun 17th, 2006 - 4:30:24 pm[ 14 + Comments ] +
+
+
+
+
+
+
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+ +

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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Terrain_Generator-Download.html b/pages/Terrain_Generator-Download.html new file mode 100644 index 0000000..c6586e1 --- /dev/null +++ b/pages/Terrain_Generator-Download.html @@ -0,0 +1,300 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Terrain + Generator v3.0.5 Full - NemPosted: Jun 30th, 2003 - 2:18:27 pm +
+
+
About: +

Terrain Generator v3.0.5 - Terrain Generator 3.0.5 and all the files you need to run it (except the .NET Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework v1.1 (23,698 KB Executable) - Terrain Generator is written in C# and C++ .NET and as + such requires the .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is + required.

+ + Download: + +
+
+
Modified: Feb 15th, 2007 - 4:16:00 pm[ 31 + Comments ] +
+
+

+
+
+
Terrain + Generator v2.3.0 Beta Full - NemPosted: May 26th, 2003 - 11:16:11 pm +
+
+
About: +

Terrain Generator v2.3.0 Beta (3,554 KB Zipped) - Terrain Generator 2.3.0 Beta and all the files you + need to run it. Use at your own risk. No it's not gonna blow up in your face but it may have its bugs. +

+ + Download: + +
+
+
Modified: Mar 26th, 2006 - 1:23:06 pm[ 3 + Comments ] +
+
+

+
+
+
Terrain + Generator v2.2.0 Full - NemPosted: May 26th, 2003 - 11:14:24 pm +
+
+
About: +

Terrain Generator v2.2.0 (2,980 KB Zipped) - Terrain Generator and all the files you need to run it. +

+ + Download: + +
+
+
Modified: Mar 26th, 2006 - 1:23:19 pm[ 2 + Comments ] +
+
+
+
+
+
+
Terrain Generator
+ +

+
+
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+
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+
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+ +
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/Terrain_Generator.html b/pages/Terrain_Generator.html new file mode 100644 index 0000000..46b63e2 --- /dev/null +++ b/pages/Terrain_Generator.html @@ -0,0 +1,255 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
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+
+ +
+
+
+
+
+
+
+
About + Terrain Generator - NemPosted: May 26th, 2003 - 4:04:41 pm +
+
+
About: +

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.

+ + Screenshots: +
+
+ Terrain Generator +

+ Terrain Generator +

+ Terrain Generator +

+
+ + Features: +
    +
  • Full 3D control over the appearance of your terrain.
  • +
  • Nine tools to help you shape your terrain.
  • +
  • Fractal terrain generation via eleven unique configurable algorithms.
  • +
  • Heightmap terrain generation.
  • +
  • Multi level Undo, Redo and Revert.
  • +
  • Four render modes: Textured, Solid, Wireframe, and Points.
  • +
  • Several different styles of lightmaps.
  • +
  • Lots of additional display options.
  • +
  • Save your terrain as a .tgm file for latter editing.
  • +
  • Exports to .vmf, .map, .rmf, .t3d, .dxf, .obj, .smf, .txt, .bmp and .jpg file formats.
  • +
  • Ability to export hint brushes along with your terrain for polygon reduction in Quake engine based + games.
  • +
  • Texture browser.
  • +
  • Simple vertex locking.
  • +
  • Recent .tgm file menu.
  • +
  • Quick and easy setup.
  • +
  • 100% Free.
  • +
+
+
+
Modified: Feb 15th, 2007 - 4:15:07 pm[ 67 + Comments ] +
+
+
+
+
+
+
Terrain Generator
+ +

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+
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/VTFLib-Download.html b/pages/VTFLib-Download.html new file mode 100644 index 0000000..12d1173 --- /dev/null +++ b/pages/VTFLib-Download.html @@ -0,0 +1,336 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
VTFEdit + v1.3.3 Full - NemPosted: Sep 14th, 2007 - 3:22:09 am +
+
+
About: +

VTFEdit v1.3.3 - VTFEdit for v2.0 of the .NET Framework and all the files you need to run it (except the .NET Framework).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + + + Runtimes: (Required) +

.NET Framework v2.0 (22,938 KB Executable) - VTFEdit is written in C++ .NET (using Visual C++ 2005 + SP1) and as such requires the .NET runtime and Visual C++ SP1 libraries to run. The .NET runtime is + also available as a Windows Update. v2.0 is required.

+ + Download: + + +
+
+
Modified: Jul 25th, 2011 - 3:32:59 pm[ 77 + Comments ] +
+
+

+
+
+
VTFEdit + v1.2.5 Full - NemPosted: Mar 26th, 2006 - 12:57:45 pm +
+
+
About: +

VTFEdit v1.2.5 - VTFEdit for v1.1 of the .NET Framework and all the files you need to run it (except the .NET Framework).

+ + Download: + + + Runtimes: (Required) +

.NET Framework v1.1 (23,698 KB Executable) - VTFEdit is written in C++ .NET and as such requires the + .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is required.

+ + Download: + +
+
+
Modified: Apr 1st, 2008 - 5:37:05 pm[ 114 + Comments ] +
+
+

+
+
+
VTFLib + v1.3.2 Full - NemPosted: Mar 26th, 2006 - 12:55:28 pm +
+
+
About: +

VTFLib v1.3.2 - VTFLib is available in a two flavours. The Source Code Archive contains the + source code, library and prebuilt binaries for VTFLib, VTFEdit and VTFCmd. Download this if you want + to modify the library or example applications (or just see how it all works). The Binary + Archive contains library and prebuilt binaries for VTFLib, VTFEdit and VTFCmd. Download this if + you just want to develop with VTFLib (or want access to all the binaries).

+ +

VTFLib also uses nvDXT, + and VTFEdit and VTFCmd also use DevIL 1.7.8. In + order to compile, you will need to download those libraries and add their paths to Visual Studio.

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + +
+
+
Modified: Jul 25th, 2011 - 3:37:11 pm[ 23 + Comments ] +
+
+
+
+
+
+
VTFLib
+
» About
+ » Download
+ » Revision + History
+ » FAQ
+
+

+
+
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+
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+ +
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+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/VTFLib.html b/pages/VTFLib.html new file mode 100644 index 0000000..b56b611 --- /dev/null +++ b/pages/VTFLib.html @@ -0,0 +1,304 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
About + VTFLib - NemPosted: Apr 18th, 2005 - 10:27:01 pm +
+
+
About: + +

VTFLib is a LGPL open source programming library, written by Neil Jedrzejewski + and I. VTFLib provides a C and C++ API that, with a few simple functions, can open and save .vtf and + .vmt files, providing access to all known features. The library functions independent of Steam, + allowing third party applications to use the library without Steam present or runningi on the target + system.

+ +

VTFLib includes two GPL example applications, VTFCmd and VTFEdit. VTFCmd is a C command line frontend + for VTFLib that can create .vtf and .vmt files from various source formats. It is similar in + functionality to Valve's vtex Source SDK utility, but offers a lot more control. VTFEdit is a C++ .NET + graphical frontend for VTFLib with viewing and creation capabilities. Both VTFCmd and VTFEdit support + several source image formats, including, but not limited to .bmp, .dds, .gif, .jpg, .png and .tga.

+ + Screenshots: + +
+
+ VTFEdit .vtf frame/face/mipmap viewing. + VTFEdit .vtf information viewing. +

+ + VTFEdit file system browsing. + VTFEdit .vmt viewing. +

+ + VTFEdit import options. + VTFEdit batch conversion options. +

+ + VTFEdit .wad conversion options. + VTFEdit .vmt creation wizard. +

+ + VTFEdit .vmt creation wizard. + VTFCmd command line options. +

+
+ + Documentation: + + + + Features: +
    +
  • Convert .bmp, .dds, .gif, .jpg, .png and .tga files to .vtf and .vmt files with easy access to all + .vtf options.
  • +
  • Convert .vtf files to .bmp, .jpg, .png and .tga files.
  • +
  • Convert entire folders to and from .vtf and .vmt files.
  • +
  • Convert .wad files to .vtf and .vmt files.
  • +
  • Explore .bsp, .gcf, .pak, .wad and .xzp packages.
  • +
  • Preview .vtf files.
  • +
  • Recent file menu.
  • +
  • 100% Free.
  • +
+ + Download: + + + + Third Party Downloads: + + +
+
+
Modified: Sep 14th, 2007 - 3:28:10 am[ 124 + Comments ] +
+
+
+
+
+
+
VTFLib
+
» About
+ » Download
+ » Revision + History
+ » FAQ
+
+

+
+
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+
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+ +
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/virtuAMP-Download.html b/pages/virtuAMP-Download.html new file mode 100644 index 0000000..7380b3a --- /dev/null +++ b/pages/virtuAMP-Download.html @@ -0,0 +1,252 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
virtuAMP + v1.2.1 - NemPosted: Jul 4th, 2007 - 3:11:03 pm +
+
+
About: +

virtuAMP v1.2.1 - virtuAMP 1.2.1 installer and binary archive (only one of the + two is required).

+ + Download from Web Archive: + + + Download from unofficial Github mirror: + +
+
+
Modified: May 25th, 2008 - 1:48:16 pm[ 6 + Comments ] +
+
+

+
+
+
virtuAMP + Source - NemPosted: Jul 4th, 2007 - 3:10:38 pm +
+
+
About: +

virtuAMP Source - virtuAMP source art for Adobe Photoshop, and source code for MS Visual Studio 6, + .NET 2003 and .NET 2005. virtuAMP is written in unmanaged Win32 C/C++ code.

+ + Download: + +
+
+
Modified: May 25th, 2008 - 1:48:36 pm[ Comment + ] +
+
+
+
+
+
+
virtuAMP
+ +

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+ +
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+
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+
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+ +
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/pages/virtuAMP.html b/pages/virtuAMP.html new file mode 100644 index 0000000..be15806 --- /dev/null +++ b/pages/virtuAMP.html @@ -0,0 +1,310 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
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+ +
+
+
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+
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+
+
About + virtuAMP - NemPosted: Jul 4th, 2007 - 3:10:16 pm +
+
+
About: +

virtuAMP is an open source real time virtual guitar amplifier for your home computer. virtuAMP + provides an intuitive interface for customizing your sound through a virtual pedalboard, which behaves + as your existing guitar rig does, allowing you to place effect pedals, connect them using cables and + control their sound using their controls. Your guitar connects directly to virtuAMP through your sound + card's line in, making virtuAMP a good substitute for a practice amplifier.

+ + Screenshots: +
+
+ virtuAMP +

+
+ + Audio Samples: +

Each of these audio samples were captured by virtuAMP from my guitar (a Fender Stratocaster) + connected directly to my sound card. No post processing was added, only Audacity was + used to convert the .wav file to .mp3.

+ + + Features: +
    +
  • Real-time 32 bit audio processing.
  • +
  • Intuitive virtual pedalboard interface.
  • +
  • Simulate several effect pedals, including: +
      +
    • Automatic Wah
    • +
    • Boost
    • +
    • Chorus
    • +
    • Compressor
    • +
    • Delay
    • +
    • Distortion
    • +
    • Envelope Filter
    • +
    • Equalizer
    • +
    • Fader
    • +
    • Feedback Loop
    • +
    • Flanger
    • +
    • FFT Specturm
    • +
    • Fuzz
    • +
    • Loop Station
    • +
    • Metronome
    • +
    • Noise Gate
    • +
    • Octave
    • +
    • Oscilloscope
    • +
    • Overdrive
    • +
    • Parallel Feedback Loop
    • +
    • Phase Shifter
    • +
    • Player
    • +
    • Recorder
    • +
    • Reverb
    • +
    • Ring Modulator
    • +
    • Tremolo
    • +
    • Vibrato
    • +
    +
  • +
  • Record and playback riffs for real-time mixing.
  • +
  • Toggle effects using your keyboard as a foot pedal.
  • +
  • No extra hardware needed; connects directly to your sound card.
  • +
  • Free software.
  • +
+
+
+
Modified: May 25th, 2008 - 1:16:23 pm[ 27 + Comments ] +
+
+
+
+
+
+
virtuAMP
+ +

+
+
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+
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+ +
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+
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+
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+ +
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/BSP_Viewer-FAQ.html b/subpages/BSP_Viewer-FAQ.html new file mode 100644 index 0000000..301aa6e --- /dev/null +++ b/subpages/BSP_Viewer-FAQ.html @@ -0,0 +1,339 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
BSP + Viewer FAQ - NemPosted: Feb 5th, 2005 - 3:19:20 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch BSP Viewer I get the following error message:
"The application failed + to initialize properly (0xc0000135). Click ok to terminate the application."

+
+
A.
+
+

BSP Viewer is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
 
+
Q.
+
+

When I launch BSP Viewer I get the following error message:
"A required .DLL file, + MSCOREE.DLL, was not found."

+
+
A.
+
+

BSP Viewer is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
 
+
Q.
+
+

Does BSP Viewer support Source .bsp files as well as Half-Life .bsp files?

+
+
A.
+
+

No, BSP Viewer only supports Half-Life .bsp files.

+
 
+
Q.
+
+

How do I set BSP Viewer up?

+
+
A.
+
+

To set BSP Viewer up:

+
    +
  1. Go to the Options menu and select Setup.
  2. +
  3. In the MOD field enter the name of the MOD you want to use BSP Viewer for (valve, + cstrike, dod, ns, etc.).
  4. +
  5. In the User Path field select your Steam user path + (..\Steam\SteamApps\you@yourhost.com).
  6. +
  7. Add all the packages your MOD uses (half-life.gcf should always be added).
  8. +
+

Note: When you first run BSP Viewer, BSP Viewer will attempt to set itself up for + Half-Life.

+
 
+
Q.
+
+

How do I save my edited entity data?

+
+
A.
+
+

BSP Viewer does not yet support saving edited entity data. This does not, however, mean + that it is not possible to update your .bsp with the changes you made. To update your .bsp + with the new entity data simply export a .ent file from the File menu in BSP Viewer + then import the .ent file back into your .bsp using Ripent. Ripent is part of Zoner's Tools. +

+
+
+ +

Ask a question...

+
+
+
Modified: Mar 19th, 2005 - 9:35:06 pm[ 27 + Comments ] +
+
+
+
+
+
+
BSP Viewer
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» CashBarry
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/BSP_Viewer-Requirements.html b/subpages/BSP_Viewer-Requirements.html new file mode 100644 index 0000000..dc6b203 --- /dev/null +++ b/subpages/BSP_Viewer-Requirements.html @@ -0,0 +1,234 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
BSP + Viewer Requirements - NemPosted: Apr 17th, 2004 - 5:13:25 pm +
+
+
System Requirements: +
    +
  • .NET + Framework
  • +
  • 133 MHz Pentium Class CPU or equivalent.
  • +
  • 64 MB RAM
  • +
  • 16 MB 3D Video Adaptor
  • +
  • Supported Operating Systems:
  • +
  • +
      +
    • Microsoft Windows» Server 2003
    • +
    • Windows XP Professional
    • +
    • Windows XP Home Edition
    • +
    • Windows 2000
    • +
    • Windows Millennium Edition
    • +
    • Windows 98
    • +
    • Microsoft Windows NT» 4.0 Service Pack 6a
    • +
    +
  • +
+ + System Recommendations: +
    +
  • 450 MHz Pentium II Class CPU or equivalent.
  • +
  • 128 MB RAM
  • +
  • 32 MB 3D Video Adaptor with latest drivers and 2 texture units.
  • +
+
+
+
[ Comment + ] +
+
+
+
+
+
+
BSP Viewer
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» RedKnight
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/BSP_Viewer-Revision History.html b/subpages/BSP_Viewer-Revision History.html new file mode 100644 index 0000000..1e4b8aa --- /dev/null +++ b/subpages/BSP_Viewer-Revision History.html @@ -0,0 +1,562 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
BSP + Viewer v1.5.6 - NemPosted: Apr 14th, 2006 - 1:39:37 pm +
+
+
+
    +
  • BV - Fixed .map exportation.
  • +
+
+
+
[ 4 + Comments ] +
+
+

+
+
+
BSP + Viewer v1.5.5 - NemPosted: Mar 12th, 2006 - 12:11:54 pm +
+
+
+
    +
  • BV - Fixed entity occlusion culling.
  • +
  • BV - Improved lightmap generation.
  • +
  • BV - Upgraded to HLLib v1.1.8.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
BSP + Viewer v1.5.4 - NemPosted: Aug 11th, 2005 - 11:41:06 pm +
+
+
+
    +
  • BV - Added additional info to log.
  • +
  • BV - Fixed .wad log output.
  • +
+
+
+
[ 11 + Comments ] +
+
+

+
+
+
BSP + Viewer v1.5.3 - NemPosted: May 8th, 2005 - 7:26:36 pm +
+
+
+
    +
  • BV - Fixed .wad resource location bug.
  • +
  • BV - Upgraded to HLLib v1.1.6.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
BSP + Viewer v1.5.2 - NemPosted: Feb 8th, 2005 - 5:56:38 pm +
+
+
+
    +
  • BV - Fixed crash on BSP load fail.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
BSP + Viewer v1.5.1 - NemPosted: Feb 6th, 2005 - 1:48:52 pm +
+
+
+
    +
  • BV - Fixed entity rendermode parsing.
  • +
  • BV - Fixed crash caused by bad surface extents calculation.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
BSP + Viewer v1.5.0 - NemPosted: Feb 5th, 2005 - 2:45:24 pm +
+
+
+
    +
  • BV - Added log.
  • +
  • BV - Added ability to edit entities in real time.
  • +
  • BV - Added ability to export ENT files.
  • +
  • BV - Added ability to reload packages.
  • +
  • BV - Added File Mapping and Volatile Access package options.
  • +
  • BV - Fixed runtime crash caused by special case faces.
  • +
  • BV - Fixed error loading PTS error message.
  • +
  • BV - Optimized entity occlusion culling.
  • +
  • BV - Upgraded to HLLib v1.1.3.
  • +
  • BV - Updated Nem's Tools link.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
BSP + Viewer v1.4.0 - NemPosted: Oct 13th, 2004 - 1:25:19 pm +
+
+
+
    +
  • BV - Added a package browser.
  • +
  • BV - Added an entity browser.
  • +
  • BV - Added the ability to select a bsp model.
  • +
  • BV - Added the ability to mouse pick a bsp model.
  • +
  • BV - Added the ability to export 3DS files.
  • +
  • BV - Added the ability to export MAP files.
  • +
  • BV - Added 'special entity' list.
  • +
  • BV - Fixed origin entities.
  • +
  • BV - Fixed garbage collection bug.
  • +
  • BV - Improved memory usage.
  • +
  • BV - Improved texture exportation options.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
BSP + Viewer v1.3.0 - NemPosted: Sep 17th, 2004 - 11:48:50 am +
+
+
+
    +
  • BV - Added support for packages through HLLib.
  • +
  • BV - Added skybox support.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
BSP + Viewer v1.2.3 - NemPosted: Sep 5th, 2004 - 9:55:39 am +
+
+
+
    +
  • BV - Added support for video cards without multitexturing.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
BSP + Viewer v1.2.2 - NemPosted: Aug 12th, 2004 - 12:17:09 am +
+
+
+
    +
  • BV - Optimized entity occlusion culling.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
BSP + Viewer v1.2.1 - NemPosted: Jul 26th, 2004 - 1:25:27 pm +
+
+
+
    +
  • BV - Improved error messages.
  • +
  • BV - Improved XSI UV coordinates.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
BSP + Viewer v1.2.0 - NemPosted: Jul 12th, 2004 - 12:34:28 pm +
+
+
+
    +
  • BV - Added ability to export XSI files.
  • +
  • BV - Added ability to export used textures as BMP files.
  • +
  • BV - Added ability to load PTS files.
  • +
  • BV - Added ability to load BSP files without VIS or RAD information.
  • +
  • BV - Improved entity occlusion culling.
  • +
  • BV - Added ability to shell execute files.
  • +
  • BV - Fixed camera movement.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
BSP + Viewer v1.1.1 - NemPosted: Apr 25th, 2004 - 2:05:29 pm +
+
+
+
    +
  • BV - Added ability to freeze culled and sorted polygons.
  • +
  • BV - Fixed random solid colors (they were all black).
  • +
+
+
+
[ 6 + Comments ] +
+
+

+
+
+
BSP + Viewer v1.1.0 - NemPosted: Apr 17th, 2004 - 5:10:05 pm +
+
+
+
    +
  • BV - Transparent entity rendering and sorting added.
  • +
  • BV - Profiler added.
  • +
  • BV - If point used to occlusion cull entity from VIS is outside the world the entity is + drawn all the time (instead of never).
  • +
  • BV - Can copy camera info to clipboard.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
BSP + Viewer v1.0.1 - NemPosted: Apr 17th, 2004 - 5:08:39 pm +
+
+
+
    +
  • BV - When not using textures or lightmaps polys are draw in a random solid color.
  • +
+
+
+
[ 1 + Comment ] +
+
+
+
+
+
+
BSP Viewer
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» RedKnight
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-FAQ.html b/subpages/Batch_Compiler-FAQ.html new file mode 100644 index 0000000..1128b0e --- /dev/null +++ b/subpages/Batch_Compiler-FAQ.html @@ -0,0 +1,317 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Batch + Compiler FAQ - NemPosted: May 26th, 2003 - 11:35:22 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch Batch Compiler I get the following error message:
"The application + failed to initialize properly (0xc0000135). Click ok to terminate the application." +

+
+
A.
+
+

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
 
+
Q.
+
+

When I launch Batch Compiler I get the following error message:
"A required .DLL + file, MSCOREE.DLL, was not found."

+
+
A.
+
+

Batch Compiler is written in C# .NET and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
 
+
Q.
+
+

When I open an old preset file I get the following error message:
"Error: The data at + the root level is invalid. Line 1, position 1."

+
+
A.
+
+

Batch Compiler v3.X.X is not backwards compatible with Batch Compiler v2.X.X. This means + that old preset files will not work and you will have to recreate them.

+
 
+
Q.
+
+

How can I convert a preset I've saved using one specification file to a preset of another + specification file?

+
+
A.
+
+

This can be accomplished by importing the preset. To do this:

+
    +
  1. From the 'Specifications' menu select the specification file you would like to convert + the preset to.
  2. +
  3. From the 'File' menu select 'Import Preset'.
  4. +
  5. Browse to and open the preset you would like to convert from.
  6. +
+
+
+ +

Ask a question...

+
+
+
Modified: Aug 5th, 2004 - 10:16:43 am[ 122 + Comments ] +
+
+
+
+
+
+
Batch Compiler
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» blank
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Revision_History.html b/subpages/Batch_Compiler-Revision_History.html new file mode 100644 index 0000000..b89d387 --- /dev/null +++ b/subpages/Batch_Compiler-Revision_History.html @@ -0,0 +1,567 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Batch + Compiler v3.1.2 - NemPosted: Apr 22nd, 2005 - 1:27:58 pm +
+
+
+
    +
  • BC - Changed compile shortcut to Ctrl-R to avoid conflicts.
  • +
  • BC - Added context menu shell execution options for the target file.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v3.1.1 - NemPosted: Feb 10th, 2005 - 5:46:30 pm +
+
+
+
    +
  • BC - Improved Option Form path browsing.
  • +
  • BC - Fixed notepad detection for automatic setup.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
Batch + Compiler v3.1.0 - NemPosted: Feb 5th, 2005 - 4:40:56 pm +
+
+
+
    +
  • BC - Added new Variable element to specifications.
  • +
  • BC - Added Command List Batches to toggleable stage list.
  • +
  • BC - Added "Shared With" line to option tool tip text.
  • +
  • BC - Upgraded to Automatic Update library.
  • +
  • BC - Fixed "Remember File" bug.
  • +
  • BC - Updated Nem's Tools link.
  • +
  • BC - Other small changes.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v3.0.0 - NemPosted: Aug 4th, 2004 - 11:28:07 am +
+
+
+
    +
  • BC - Rewrote application in C#.
  • +
  • BC - Enhanced and standardized specification format.
  • +
  • BC - Added web based specification auto update control.
  • +
  • BC - Added support for several tools through specifications.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
Batch + Compiler v2.0.3.1 - NemPosted: Jun 5th, 2003 - 7:08:31 pm +
+
+
+
    +
  • BC - Fixed bug where comma was beig used to indicate the decimal place.
  • +
  • BC - Updated URL to 'online help'.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
Batch + Compiler v2.0.3 - NemPosted: May 26th, 2003 - 4:49:13 pm +
+
+
+
    +
  • BC - Added ability to launch each stage individually.
  • +
  • BC - Added ability to launch BCLV with the current map's .log file.
  • +
  • BC - Fixed crash on settting options with no spec file loaded.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v2.0.2 - NemPosted: May 26th, 2003 - 4:47:58 pm +
+
+
+
    +
  • BC - Added ability to 'import' presets of one specification file to presets of another. +
  • +
  • BC - Added 'Path' type to BrowseBox for directory browsing.
  • +
  • BC - Fixed bug where the executable checkboxes weren't being reset when they should.
  • +
  • BC - BrowseBoxes now insert quotes around their values when their values contain a space. +
  • +
  • BC - Updated specification files.
  • +
  • BCLV - Fixed minor bugs to do with restoring settings.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v2.0.1 - NemPosted: May 26th, 2003 - 4:46:23 pm +
+
+
+
    +
  • BC - Any class's field's width can be specified (larger additional parameters box).
  • +
  • BC - Can minimize to tray.
  • +
  • BC - DOS file names converted to windows file names (eliminates multiplicity in recent file + menu).
  • +
  • BC - Tab's default values can be reset.
  • +
  • BC - Empty field checking.
  • +
  • BC - Remembers start-up position.
  • +
  • BC - Minor bug fixes.
  • +
  • BC - Specification file fixes.
  • +
  • BCLV - Toolbar added.
  • +
  • BCLV - Popup menu added.
  • +
  • BCLV - Recent file menu added.
  • +
  • BCLV - Font dialog added.
  • +
  • BCLV - Go To Line command added.
  • +
  • BCLV - Remembers settings.
  • +
  • BCLV - New icon.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v2.0.0 - NemPosted: May 26th, 2003 - 4:43:55 pm +
+
+
+
    +
  • BC - Rewritten in Delphi 7.
  • +
  • BC - Now works on dynamic 'Batch Compiler Specification' Files.
  • +
  • BC - Specification files can be written for any application that runs off a batch file. +
  • +
  • BC - Comes with Zoners, Mapster and QTools specification files.
  • +
  • BC - Can associate itself with preset files.
  • +
  • BC - The number of recent files can be specified in the recent file menu.
  • +
  • BC - All forms can be made transparent.
  • +
  • BC - New fresh XP look with same old ease of use.
  • +
  • BC - Dynamic 'Presets' menu.
  • +
  • BCLV - Rewritten in Delphi 7.
  • +
  • BCLV - More functionality added.
  • +
  • BCLV - Error scanning temporarily removed.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v1.1.4 - NemPosted: May 26th, 2003 - 4:41:32 pm +
+
+
+
    +
  • BC - Full support for Mapster.
  • +
  • BC - Ability to set a map as the default one for a preset.
  • +
  • BC - Shared '-Chart' option added to all stages now, not just the Radiosity.
  • +
  • BC - File Loading checks.
  • +
  • BC - Minor bugs fixed.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v1.1.3 - NemPosted: May 26th, 2003 - 4:40:25 pm +
+
+
+
    +
  • BC - Bug where program started up off screen fixed.
  • +
  • BC - Program loads with last compiled map and last used preset.
  • +
  • BC - On form compile button added.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v1.1.2 - NemPosted: May 26th, 2003 - 4:39:37 pm +
+
+
+
    +
  • BC - NetVIS can be run as a client without specifying the map.
  • +
  • BC - BCP files not remembering "-full" NetVIS command fixed.
  • +
  • BC - NetVIS "-server" option checked by default.
  • +
  • BC - RipEnts "-export" option checked by default.
  • +
  • BC - Online help URL updated.
  • +
  • BCLOG - Errors in ViewLog.exe made fully configurable (\config\errors.lel) so new errors + can be added without updating the program.
  • +
  • BCLOG - "Memory allocation Failure" and "Larger Than Expected Texture" error descriptions + added.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v1.1.1 - NemPosted: May 26th, 2003 - 4:37:41 pm +
+
+
+
    +
  • BC - NetVis Fixed! Real sorry about that, simply three letter typo in over 8000 lines of + code is a bit hard to track down.
  • +
  • BC - Option to automatically shut BC down the second compilation commences.
  • +
  • BCLOG - Log viewer added, and option of launching it when a map completes compiling. The + log viewer also searches for errors in your map and has several descriptions and solutions built + into it.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Batch + Compiler v1.1.0 - NemPosted: May 26th, 2003 - 4:36:19 pm +
+
+
+
    +
  • BC - Added browse buttons to -wadinclude fields.
  • +
  • BC - Added missing -hullfile parameter.
  • +
  • BC - On clicking a checkbox with a text field beside it, the text cursor moves to the end + of the text in the text box.
  • +
  • BC - Some of the Batch options start automatically clicked as your likely to use them every + time.
  • +
  • BC - Fixed minor tab not tabbing glitch.
  • +
  • BCME - Entity brushes now labeled in accordance to their place in the entity. (ie. Entity + 1: Brush 0, Entity 1: Brush 1 etc.)
  • +
  • BCME - Added "Go To Brush Number" form.
  • +
  • BCME - Added "Go To Line Number" command.
  • +
  • BCME - Added additional check to map load in editor so .wads linked to like so: + "/folder//wadname.wad" don't get cut of at the "//" (the editor considered that comment before.) +
  • +
  • BCME - Edited text selection of Search and Replace froms in text editor to make life + easier.
  • +
  • BCME - Added new entity edit form. When in BCME, double clicking an entity in the tree will + bring up a new form with all the entities properties in it. You can then edit, remove, and add + whatever you want to it. This feature warrants the 1.1.0 (instead of 1.0.1).
  • +
  • BCME - Fixed minor tree view glitch.
  • +
+
+
+
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+
+
+
+
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+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Specification_Files.html b/subpages/Batch_Compiler-Specification_Files.html new file mode 100644 index 0000000..eca8e3f --- /dev/null +++ b/subpages/Batch_Compiler-Specification_Files.html @@ -0,0 +1,425 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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+
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+
+
+
Batch + Compiler 3 Specification Files - NemPosted: Sep 5th, 2004 - 11:06:32 pm +
+
+
+

Batch Compiler Specification (.bcs) files are simple element orientated text files that are used to + specify the batches, stages and options that can be used. They construct the objects on Batch + Compiler's main form and specify the layout of the batch file Batch Compiler produces. In short, the + define almost everything you see in Batch Compiler.

+ +

Official specification files can be updated automatically through the following steps:

+
    +
  1. Launch Batch Compiler.
  2. +
  3. From the Help menu select Check For Updates.
  4. +
  5. Click the Update button.
  6. +
+ +

The following is a collection of official and 3rd party specification files:

+ + Official: + + + 3rd Party: + + + +

To install a specification file simply download it to your Batch Compiler\Specifications + folder then start Batch Compiler.

+
+
+
Modified: Apr 18th, 2005 - 10:57:02 pm[ Comment + ] +
+
+

+
+
+
Batch + Compiler 2 Specification Files - NemPosted: May 27th, 2003 - 12:27:10 am +
+
+
+

Batch Compiler Specification (.bcs) files are simple element orientated text files that are used to + specify the batches, stages and options that can be used. They construct the objects on Batch + Compiler's main form and specify the layout of the batch file Batch Compiler produces. In short, the + define almost everything you see in Batch Compiler.

+ +

The following is a collection of official and 3rd party specification files:

+ + Quake Tools: + + + Zoners Tools: + + + Zoners Tools Custom Build 1.7: + + + MapBackup and Various Zoners Specs: + + + HLFix: + + + OptPlns: + + +

To install a specification files simply download it to your 'Batch Compiler\SpecFiles' folder then + start Batch Compiler.

+
+
+
Modified: Feb 5th, 2005 - 5:11:18 pm[ 5 + Comments ] +
+
+

+
+
+
Add + Your Specification File - NemPosted: May 27th, 2003 - 12:18:35 am +
+
+
+

If you have a specification file you feel should be added to this list drop me a line at ryansgregg@hotmail.com. + There are no restrictions to entries. Some ideas may include specification files for other compiling + tools or language translations. For more information on the Batch Compiler Specification File format + please see this + tutorial.

+
+
+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials.html b/subpages/Batch_Compiler-Tutorials.html new file mode 100644 index 0000000..ec3f573 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials.html @@ -0,0 +1,336 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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Batch + Compiler Setup (Source) - NemPosted: Feb 10th, 2005 - 2:14:35 am +
+
+
+

This tutorial covers the steps needed to set Batch Compiler up to use a specification file and Source + Tools for Half-Life 2 (Source) engine.

+
+
+
Modified: Nov 5th, 2006 - 8:51:31 pm[ 14 + Comments ] +
+
+

+
+
+
Creating + A Preset (Source) - NemPosted: Feb 10th, 2005 - 2:14:25 am +
+
+
+

This tutorial covers the steps needed to create a standard genaric "Fast" compile preset for the + Half-Life 2 (Source) engine.

+
+
+
Modified: Apr 16th, 2006 - 3:08:13 pm[ 10 + Comments ] +
+
+

+
+
+
Adding + Preset 'Quick Launch' Buttons (Source) - NemPosted: Feb 10th, 2005 - 2:14:07 am +
+
+
+

This tutorial covers the steps needed to add your presets to the 'Presets' menu for easy access for + the Half-Life 2 (Source) engine.

+
+
+
[ 5 + Comments ] +
+
+

+
+
+
Batch + Compiler Setup (Half-Life) - NemPosted: May 26th, 2003 - 10:43:23 pm +
+
+
+

This tutorial covers the steps needed to set Batch Compiler up to use a specification file and Zoners + Tools for the Half-Life engine.

+
+
+
Modified: Mar 24th, 2005 - 6:13:26 pm[ 48 + Comments ] +
+
+

+
+
+
Creating + A Preset (Half-Life) - NemPosted: May 26th, 2003 - 10:43:06 pm +
+
+
+

This tutorial covers the steps needed to create a standard genaric "Full" compile preset for the + Half-Life engine.

+
+
+
Modified: Apr 16th, 2006 - 3:04:29 pm[ 103 + Comments ] +
+
+

+
+
+
Adding + Preset 'Quick Launch' Buttons (Half-Life) - NemPosted: May 26th, 2003 - 10:42:46 pm +
+
+
+

This tutorial covers the steps needed to add your presets to the 'Presets' menu for easy access for + the Half-Life engine.

+
+
+
Modified: Mar 24th, 2005 - 6:15:30 pm[ 21 + Comments ] +
+
+

+
+
+
Batch + Compiler Specification Files - NemPosted: May 26th, 2003 - 9:51:42 pm +
+
+
+

This tutorial details the Batch Compiler Specification File format.

+ +

Batch Compiler Specification files are simple class orientated text files that are used to specify + the stages in a batch file, construct the objects on Batch Compiler's main form and specify the layout + of the batch file that Batch Compiler produces. In short, the define almost everything you see in + Batch Compiler.

+
+
+
Modified: Feb 9th, 2005 - 11:52:48 pm[ 2 + Comments ] +
+
+
+
+
+
+
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+ +

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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html new file mode 100644 index 0000000..b252111 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Half-Life).html @@ -0,0 +1,469 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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Adding + Preset 'Quick Launch' Buttons (Half-Life) - NemPosted: May 26th, 2003 - 10:42:46 pm +
+
+
+

If you are coming from the Creating + A Preset tutorial then you should be all set to add your "Full" preset to the Presets + menu; otherwise, if you have not created a "Full" preset, please see the Creating + A Preset tutorial.

+ +

To add a preset to the Presets menu we must first head back to the options form. In the + Options menu click Setup. Next click on the Presets tab. It should look like + this:

+ +
Options Form - Presets Tab
+ +

Now click the Add button and browse to the location you saved your preset to, select it, and + open it. The preset will now be added to your list of presets as shown below:

+ +
Options Form - Paths Tab
+ +

You can add as many presets as you want here, and remove them latter by simply selecting them and + clicking the Remove button. Once you are happy with the presets you have added, click OK + to return to the main Batch Compiler from. You'll now notice a shinny new Presets main menu + option. From here you can launch any presets you added from the options form. It should look like + this:

+ +
Batch Compiler Form
+ +

You can pick up a pack of three common preset files here. + This includes presets for fast, normal, and full compiles.

+
+
+
Modified: Mar 24th, 2005 - 6:15:30 pm[ 24428 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. NemPosted: Jun 5th, 2003 - 9:10:25 pm +
+
+

+ A lot of people are always asking me what good settings for a full compile are, so if you haven't + noticed the like to sample preset files yet, look directly above this post.
+
+ capoera
+
+

+
+
+
2. madman_12004Posted: Oct 3rd, 2003 - 6:11:15 am +
+
+

+ one thing im new to this and i was wondering if you need to have Half life.where
+
+

+
+
+
3. NemPosted: Oct 3rd, 2003 - 3:49:39 pm +
+
+

+ As in will it work for CS retail? Yes it will, just change the appropriate paths (i.e., instead of + hl.exe use cstrike.exe).
+
+

+
+
+
4. mykel_suthertunPosted: Oct 16th, 2003 - 3:02:36 pm +
+
+

+ I used to compile in Worldcraft but it has since stopped working with my map, so I downloaded your + compiler. I followed the tutorial exactly, and even downloaded the Full preset and used it to compile my + map. It worked, however there are no shadows in my map at all like there used to be. How can I fix + this?
+
+

+
+
+
5. rexbronPosted: May 26th, 2004 - 4:57:30 pm +
+
+

+ I have not been able to find a tutorial on how comple in 1.6 and then launch right in to it. I was + wondering if any one knew how?
+
+

+
+
+
6. DeadManPosted: Jul 18th, 2004 - 10:38:36 pm +
+
+

+ i have every thing set up just as above but i get this in the log file.....
+ ----------------------------------------------------
+ Error: Entity 0, Brush 439, Side 1: has a coplanar plane at (2984, 1808, 384), texture METALSKIN1
+ Error: Entity 0, Brush 439: outside world(+/-4096): (-1658,-7165,-10000)-(7798,10459,10000)
+ Error: Entity 0, Brush 439: outside world(+/-4096): (-1658,-7165,-10000)-(7798,10459,10000)
+ Error: Entity 0, Brush 439: outside world(+/-4096): (-1658,-7165,-10000)-(7798,10459,10000)
+ ----------------------------------------------------
+ can anyone help or head me in the right direction??
+
+ thanx
+
+

+
+
+
7. NemPosted: Jul 19th, 2004 - 10:25:38 am +
+
+

You have BC set up right, but any errors you get compiling are errors with your + map, not BC. See this + page.
+
+

+
+
+
8. DeadManModified: Jul 20th, 2004 - 10:57:05 am +
+
+

+
Code:
+
This error is always caused by vertex manipulation.
A plane is defined by 3 + unique coordinates. If any of the three
coordinates are the same, then you don't really have a + plane (its
either a line or a point).
There is no way to fix this error other than to delete + the brush and
recreate it completely.

+ im taking it that the surfaces must be cbes,hex,etc. and cant have 2 sides..
+
+

+
+
+
9. neo-interactivePosted: Sep 6th, 2004 - 8:28:12 pm +
+
+

+ Error: Can't open c:\windows\desktop\neo-map\index.p0
+
+
+
+ i get this error when compiling my map!!!!bleeh
+
+

+
+
+
10. neo-interactivePosted: Sep 6th, 2004 - 8:29:37 pm +
+
+

+ i get another error too
+
+ the file is invalid or not set!
+
+ c:\programsfiles\valvahammereditor\compiler.bat
+
+

+
+
+
11. squirtlePosted: Dec 11th, 2005 - 2:27:48 pm +
+
+
i have a question. i got my map to work but after i almost threw my computer accross + the room. i keeped getting a light error it said to add lights. well i had some so i thought maybe i + need more, and thew lights all over the place and then the compile just had a quick dos popup window + comes up and goes away and nothing happens. so i took a screenshot and saw it said unknown option + "-cliptype" so i went to the csg tab and unchecked cliptype and it compiled fine. what am i doing wrong + that cliptype had to be unchecked?
+

+
+
+
12. NemPosted: Dec 11th, 2005 - 11:55:40 pm +
+
+
The switch isn't working because the version of Zoner's Tools that you have is out of + date. See this page for + more info.
+

+
+
+
13. squirtlePosted: Dec 15th, 2005 - 9:57:29 pm +
+
+
are u entirly sur about that because I tried that. and another thing, the tools from + "Zoners Tools Legacy (v2.5.3)" in the archive mapping tools u have for download didnt work eather but i + got another version called zhlt253-17. not sure if thats same version but thoes tools work but like i + said, i have to uncheck cliptype. can u specify what versions are compatible. im using valve + hammer/worldcraft 3.4 and batch compiler 3.1.2.
+

+
+
+
14. NemModified: Dec 16th, 2005 - 12:55:39 pm +
+
+
Here is a better link. According to + that link, the latest tools (v3.3) support the cliptype parameter. If they don't, please let me know and + I'll update the specification. It is had for me to keep track of all the changes to the tools on top of + everything.
+
+ The cliptype switch isn't essential as long as you aren't running out of clip nodes, so if you aren't, + you can safey ignore it.
+

+
+
+
15. BluefangModified: Dec 16th, 2005 - 3:05:51 pm +
+
+
The cliptype option is only in zhlt 2.5.3m1.7p3 (I guess that's the full name). That + means any of the really old tools (zhlt 2.5.3 and before), semi-old tools (mhlt 1.7 and before) and earl + chlt builds don't have the clip type options. The option was introducex in XP-Cageys 'P' series. See the version + history if you don't beleive me.

If you want to use the cliptype option, your best bet is a + version of ZHLT + 3. Like Nem siad, unless you are having clipping problems, you shouldn't even need to use this + option. However, if you are using ZHLT 3+, I suggust using cliptype precise if it dosn't cause you any + error.
+

+
[ 1 2 + ]

+
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Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html new file mode 100644 index 0000000..f7d6216 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Adding_Preset_Quick_Launch_Buttons_(Source).html @@ -0,0 +1,322 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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+
Adding + Preset 'Quick Launch' Buttons (Source) - NemPosted: Feb 10th, 2005 - 2:14:07 am +
+
+
+

If you are coming from the Creating + A Preset tutorial then you should be all set to add your "Fast" preset to the Presets + menu; otherwise, if you have not created a "Fast" preset, please see the Creating + A Preset tutorial.

+ +

To add a preset to the Presets menu we must first head back to the options form. In the + Options menu click Setup. Next click on the Presets tab. It should look like + this:

+ +
Options Form - Presets Tab
+ +

Now click the Add button and browse to the location you saved your preset to, select it, and + open it. The preset will now be added to your list of presets as shown below:

+ +
Options Form - Paths Tab
+ +

You can add as many presets as you want here, and remove them latter by simply selecting them and + clicking the Remove button. Once you are happy with the presets you have added, click OK + to return to the main Batch Compiler from. You'll now notice a shinny new Presets main menu + option. From here you can launch any presets you added from the options form. It should look like + this:

+ +
Batch Compiler Form
+
+
+
[ 26364 Views ] +
+
+

+
+
+
1. nitros2005ukPosted: Feb 26th, 2005 - 7:51:32 pm +
+
+
THAT WAS VERY HELPFUL, I JUST WISH HAMMER WAS
+

+
+
+
2. mlfodorPosted: Jul 15th, 2007 - 2:12:42 pm +
+
+
Just installed the compiler and followed setup tutorial. All worked well. Just + curious though, when you press F9 in Hammer it runs its compilers. Can hammer be set to run this + compiler so you're not switching between two programs?
+

+
+
+
3. BluefangPosted: Jul 16th, 2007 - 3:19:50 pm +
+
+
If you've gone through setting up the Batch Compiler once and you setup all of the + preferences you want, then you should be able to save a BATCH (.bat) file insted of running the compile. + I think that option is under the Compile menu.
+
+ This generates and saves the same BATCH script that the batch compiler its self would use to compile + your map. As ling as the source and destination files are always going to be in the same place, you can + directly execute this script with out needing the Batch Compiler.
+
+ To execute this compile script from Hammer, go to the Expert Run Map dialog
+
+ http://developer.valvesoftware.com/wiki/Hammer_Run_Map_Expert
+
+ make a new profile and insted of adding the compile tools, add a new Command. this is where you enter + your newly created BATCH script. Then whenever you compile using this special profile in Hammer, it will + call the BATCH script and compile your map.
+
+ If you want to change some options in the BATCH script, open up the Batch Compiler, make the changes you + want, then re-save over the old BATCH script (that way you don't need to change any thing in Hammer). + Alternatively, if you have different settings that you use often, create multiple BATCH scripts and + profiles in Hammer so you can quickly change what script you want Hammer to execute.
+

+
+
+
4. Big_ALPosted: Apr 9th, 2008 - 4:26:04 pm +
+
+
Hey Guys & Gals
+
+ I Set Up Batch Compiler To Suit DOD 1.3 using The halflife Tutorial & It comes Up With A Error + windows error I Think "ERROR cant open complier.bat"
+
+ the built in complier in hammer works fine
+ (but when i compile a map it has no errors i try & load a local game to test it wont load just sits + in the DOD splash screen)
+
+ any idears ??? :)
+
+
+ Cheers AL
+

+
+
+
5. sparkermachyModified: Nov 3rd, 2009 - 12:48:48 am +
+
+
I found this slightly helpful but heres the problem, it wont compile. "Error writing + batch file
+ C:\Program Files\Batch Compiler\compile.bat"
+

+
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Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html new file mode 100644 index 0000000..3b8a745 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Half-Life).html @@ -0,0 +1,579 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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Batch + Compiler Setup (Half-Life) - NemPosted: May 26th, 2003 - 10:43:23 pm +
+
+
+

Just downloaded Batch Compiler and don't know what the hell to do with it? This little tutorial + should cover everything you need to know from how to set it up to how to compile your first map.

+ +

First things first, if you don't already have the program head over to the downloads + page, pick it up and install it. The installer is a standard Windows installer so I will leave that to + your imagination.

+ +

Once you have installed Batch Compiler start the program up. If you get an + error when you run it then you need the .NET framework which is linked to on the downloads + page. Batch Compiler should look like this when you start it up:

+ +
Batch Compiler At Startup
+ +

Now some of you may have noticed that there are no controls for compiling your map on the form. This + is because Batch Compiler 3.0.0 (and up) work with Batch Compiler Specification (BCS) files. These + wonderful dynamic configuration files allow you to use Batch Compiler to compile just about anything + that makes use of a batch file, be it a Half-Life map (which this tutorial works on), a map for + another game, or even such things as applications.

+ +

Six specifications come with Batch Compiler (they can be found under the Specifications menu). + They are:

+ +
    +
  • Quake Tools Legacy: The original Quake Tools specification.
  • +
  • Source Tools Advanced: The advanced Source Tools specification. Recommended for experianced + users.
  • +
  • SourceTools Normal: The standard Source Tools specification. Recommended for new users. +
  • +
  • Zoners Tools Advanced: The advanced Zoners Tools specification. Recommended for experianced + users.
  • +
  • Zoners Tools Legacy: The original Zoners Tools specification.
  • +
  • Zoners Tools Normal: The standard Zoners Tools specification. Recommended for new users. +
  • +
+ +

You're welcome to use any specification you wish, I would, however, recommend the Zoners Tools Normal + specification because if you are reading this, you are probably a new user. You can always upgrade to + the Zoners Tools Advanced specification latter. If you are reading this tutorial you are setting Batch + Compiler up for Half-Life mapping so make sure you pick one of the specifications that has the word + Half-Life in it. To load the specification simply click it in the Specifications menu. + Your screen should look like this:

+ +
Zoners Tools Normal Specification
+ +

Now that we have the specification open, we need to proceed to set Batch Compiler up to use it. In + the Options menu click the Setup button. Your screen should look like this:

+ +
Options Form - General Tab
+ +

The General tab contains information specific to the editor itself. Its options are:

+ +
    +
  • Opacity: Set the opacity of the program (make it see through).
  • +
  • Log Viewer: Set the program Batch Compiler uses to view LOG files.
  • +
  • Recent Files: Set the number of recent files to store, this is used for both BCP and MAP + files.
  • +
  • Associate With: Press the BCP Files button to associate BCP files with the editor. + When associated, double clicking a BCP (Batch Compiler Preset) file will launch Batch Compiler with + that preset loaded.
  • +
+ +

When you first start Batch Compiler, Batch Compiler will try to find NotePad using system path + variables and set it as your Log Viewer. If your Log Viewer is not set you will have to + manually browse for an appropriate application. Some appropriate standard windows applications include + NotePad and WordPad.

+ +

Once you are happy with your settings in the General tab, move over to the Stage Paths + tab. Your screen should look like this:

+ +
Options Form - Stage Paths Tab
+ +

The Stage Paths tab allows you to set the paths to all the tools used in your current + specification. To begin specifying the paths select the BSP tool from the list of tools on your + screen. Once selected the bottom text box on the form changes its caption to read BSP Path, its + browse button also becomes active as shown below:

+ +

The Stage Paths tab allows you to set the paths to all the tools used in your current + specification. Because we are using the Zoners Tools Normal specification file we will first need + these tools on our hard drive. If you do not already have Zoners Tools you can download the latest + version here or find it + in the Mapping Tools pack available here. + Note: the Zoners Tools Normal and Zoners Tools Advanced specifications make + use of Zoners Tools v3.0.0 and up.

+ +

Once you have the tools we can continue with the tutorial. To begin specifying the paths select the + CSG tool from the list of tools on your screen. Once selected the bottom text box on the form changes + its caption to read CSG Path, its browse button also becomes active as shown below:

+ +
Options Form - Stage Paths Tab
+ +

Now simply press the browse button (the button with the three dots) and browse to the file located on + your hard drive. Continue this process for all the reaming tools. Your screen should look something + like this:

+ +
Options Form - Stage Paths Tab
+ +

Once you are happy with your settings in the Stage Paths tab, move over to the + Variables tab. Your screen should look like this:

+ +
Options Form - Variables Tab
+ +

The Variables tab allows you to set the paths to various other resources used in your current + specification. These paths are set in a similar mannor to those of the Stage Paths tab and + should be set as follows:

+ +

WADRoot: (Game directory.)

+ +
    +
  • Half-Life: ...\Steam\SteamApps\address@host.com\half-life
  • +
  • Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat
  • +
  • Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life
  • +
+ +

Output: (BSP output directory.)

+ +
    +
  • Half-Life: ...\Steam\SteamApps\address@host.com\half-life\valve\maps
  • +
  • Day of Defeat (Official MODs): ...\Steam\SteamApps\address@host.com\day of defeat\dod\maps +
  • +
  • Natural Selection (3rd Party MODs): ...\Steam\SteamApps\address@host.com\half-life\ns\maps +
  • +
+ +

Your form should look something like this when you're all done:

+ +
Options Form - Variables Tab
+ +

Once you are happy with your paths click the OK button to return to Batch Compiler's main + screen. We are now going to go through the steps for creating a generic "Full" compile preset which + you can use for all your maps. Please continue to the next + page.

+
+
+
Modified: Mar 24th, 2005 - 6:13:26 pm[ 81728 Views ] +
+
+

+
[ 1 2 + 3 + 4 + ]

+
+
+
1. DivinePosted: Oct 5th, 2004 - 7:17:27 pm +
+
+

+ my thing is broken
+
+
+

+
+
+
2. DivinePosted: Oct 5th, 2004 - 7:18:50 pm +
+
+

+ When i start ms dos it just sys that same introduction and than it just stops ive made a map before it + used to work i dont know what happned. please help
+
+

+
+
+
3. BluefangPosted: Oct 6th, 2004 - 12:23:24 pm +
+
+

+ first, make sure that you have all of the paths set up correctly
+
+ second, make sure that you have the correct settings for each of the compile tools
+
+ third, make sure that you do not have any errors in the DOS window.
+
+ if you can, copy the contents of the DOS window and paste it here.
+
+
+ if all else fails, try using the HL-Compiled installer (also on the Batch Compiler download page). this + will install the Batch Compiler, the latest compile tools, and will set it all up for you. the only + thing you need to do is to select the map and press run.
+
+

+
+
+
4. mR.sPANKYPosted: Feb 8th, 2005 - 2:55:46 pm +
+
+
Hey nems would you be able to make some new setup tutorials for the new batch + compiler because I have no idea what the variables tab is for and there is no longer any input output + tabs in the setup.
+

+
+
+
5. NemModified: Feb 8th, 2005 - 5:39:04 pm +
+
+
I'll try to update these tutorials soon, but for now:

The "Variables" tab + basically replaces the Input and Ouput path in a more flexible way. For Half-Life specifications there + are two fields, these are:
    +
  1. WADRoot: The same as the Input Path in this tutorial.
  2. +
  3. Output: The same as the Output Path in this tutorial.
  4. +
For the Source specifications there are three fields, these are:
    +
  1. BinRoot: The path to your bin folder in the sdk (where all the tools are located).
  2. +
  3. ValveProject: The path to the folder your GameInfo.txt file is in.
  4. +
  5. Output: The path to the folder to copy your .bsp files to. More less the same as the + Output Path in this tutorial.
  6. +
+
+

+
+
+
6. HeAdCrAb + KILLAPosted: Apr 27th, 2005 - 1:25:58 pm +
+
+
When I go to compile my MAP the DOS window (the black one) tells me I have an ERROR + and to refer to the LOG text file to find the ERROR. There are NO ERRORS in the LOG file! WTF!!! Need + help! - HeAdCrAb KILLA
+

+
+
+
7. NemPosted: Apr 27th, 2005 - 1:40:15 pm +
+
+
From within Batch Compiler, go File->View Log File to view your log file. If that + doesn't work, try reading the console output to see what the error is.
+

+
+
+
8. HeAdCrAb + KILLAPosted: Apr 27th, 2005 - 3:35:52 pm +
+
+
I cannot find ANY ERROR reading in the LOG file. The last time I tried compiling in + Hammer, an ERROR came up "access is denied," but I don't kno if that has anything to do with this. How + do I view this "console?" - HeAdCrAb KILLA
+

+
+
+
9. NemPosted: Apr 27th, 2005 - 3:56:49 pm +
+
+
The console is the thing that is telling you to view your log file. Right click on + the console and select the text, the pres enter to copy it and paste it here.
+

+
+
+
10. BluefangPosted: Apr 28th, 2005 - 2:25:03 pm +
+
+
"The last time I tried compiling in Hammer, an ERROR came up "access is denied," but + I don't kno if that has anything to do with this."
+
+ sounds like some of your paths are incorrectly setup.
+

+
+
+
11. Black-DroolPosted: Jul 18th, 2005 - 9:23:13 pm +
+
+
I love maps, I have made about 25, and don't know much about compiling... :) I really + need help. With a nubish username like myself prepare to be annoyed by me!
+
+ ;)
+
+ Help me with "Ripent" What is that?
+
+ Where can i find that, and also, you said an MS-DOS screen pops up can compiles ur map... does the + MS-DOS screen stay there? or does it quickly disappear and compile unseen?
+

+
+
+
12. NemPosted: Jul 18th, 2005 - 10:44:34 pm +
+
+
The only essential stages are CSG, BSP, VIS and RAD.
+
+ RipEnt is used for hand editing entities when either the .rmf source is not available or you don't want + to recompile.
+
+ The DOS window will stay open until you close it, if you have pause enabled in the options menu. You can + close Batch Compiler while you are compiling though.
+

+
+
+
13. Black-DroolPosted: Jul 19th, 2005 - 12:28:59 pm +
+
+
So wait, what are those "recent Files" for? what do they do, and also my MS-DOS + screen pops up for like 1 milisecond then dis-appears, how do I fix that?
+
+ happy +
+

+
+
+
14. NemPosted: Jul 19th, 2005 - 11:30:53 pm +
+
+
They are files you recently opened?
+
+ shrug
+
+ Your console screen should remain open if "Pause Console" is enabled in the "Options" menu and you have + at least on stage checked to run (on the right). If there is a problem with it you might want to run the + compile.bat file BC generates (in your Batch Compiler directory) from an MS DOS command prompt to see + what the problem is.
+

+
+
+
15. Black-DroolPosted: Jul 21st, 2005 - 8:53:06 pm +
+
+
I get this error when I do everything correctly:
+
+ Error creating batch script
+
+ Error: Outputpath it either not set, or invalid.
+
+ What do I do?hiding
+

+
[ 1 2 + 3 + 4 + ]

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html new file mode 100644 index 0000000..b8f4558 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Setup_(Source).html @@ -0,0 +1,608 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Batch + Compiler Setup (Source) - NemPosted: Feb 10th, 2005 - 2:14:35 am +
+
+
+

Just downloaded Batch Compiler and don't know what the hell to do with it? This little tutorial + should cover everything you need to know from how to set it up to how to compile your first map.

+ +

First things first, if you don't already have the program head over to the downloads + page, pick it up and install it. The installer is a standard Windows installer so I will leave that to + your imagination.

+ +

Once you have installed Batch Compiler start the program up. If you get an + error when you run it then you need the .NET framework which is linked to on the downloads + page. Batch Compiler should look like this when you start it up:

+ +
Batch Compiler At Startup
+ +

Now some of you may have noticed that there are no controls for compiling your map on the form. This + is because Batch Compiler 3.0.0 (and up) work with Batch Compiler Specification (BCS) files. These + wonderful dynamic configuration files allow you to use Batch Compiler to compile just about anything + that makes use of a batch file, be it a Half-Life 2 map (which this tutorial works on), a map for + another game, or even such things as applications.

+ +

Before we take a look at these specifications, it is a good idea to make sure they are all up to + date. To do this, select Check For Updates from the Help menu. This will bring up a + dialog which can be used to update all official specification files. Clicking Update will do + just that. It is reccomended that you check for updates every so often to make sure you have the + latest specification for the latest updates to the tools.

+ +

Six specifications come with Batch Compiler (they can be found under the Specifications menu). + They are:

+ +
    +
  • Quake Tools Legacy: The original Quake Tools specification.
  • +
  • Source Tools Advanced: The advanced Source Tools specification. Recommended for experianced + users.
  • +
  • SourceTools Normal: The standard Source Tools specification. Recommended for new users. +
  • +
  • Zoners Tools Advanced: The advanced Zoners Tools specification. Recommended for experianced + users.
  • +
  • Zoners Tools Legacy: The original Zoners Tools specification.
  • +
  • Zoners Tools Normal: The standard Zoners Tools specification. Recommended for new users. +
  • +
+ +

You're welcome to use any specification you wish, I would, however, recommend the Source Tools Normal + specification because if you are reading this, you are probably a new user. You can always upgrade to + the Source Tools Advanced specification latter. If you are reading this tutorial you are setting Batch + Compiler up for Source mapping so make sure you pick one of the specifications that has the word + Source in it. To load the specification simply click it in the Specifications menu. Your + screen should look like this:

+ +
Source Tools Normal Specification
+ +

Now that we have the specification open, we need to proceed to set Batch Compiler up to use it. In + the Options menu click the Setup button. Your screen should look like this:

+ +
Options Form - General Tab
+ +

The General tab contains information specific to the editor itself. Its options are:

+ +
    +
  • Opacity: Set the opacity of the program (make it see through).
  • +
  • Log Viewer: Set the program Batch Compiler uses to view LOG files.
  • +
  • Recent Files: Set the number of recent files to store, this is used for both BCP and MAP + files.
  • +
  • Associate With: Press the BCP Files button to associate BCP files with the editor. + When associated, double clicking a BCP (Batch Compiler Preset) file will launch Batch Compiler with + that preset loaded.
  • +
+ +

When you first start Batch Compiler, Batch Compiler will try to find NotePad using system path + variables and set it as your Log Viewer. If your Log Viewer is not set you will have to + manually browse for an appropriate application. Some appropriate standard windows applications include + NotePad and WordPad.

+ +

Once you are happy with your settings in the General tab, move over to the Stage Paths + tab. Your screen should look like this:

+ +
Options Form - Stage Paths Tab
+ +

The Stage Paths tab allows you to set the paths to all the tools used in your current + specification. To begin specifying the paths select the BSP tool from the list of tools on your + screen. Once selected the bottom text box on the form changes its caption to read BSP Path, its + browse button also becomes active as shown below:

+ +
Options Form - Stage Paths Tab
+ +

Now simply press the browse button (the button with the three dots) and browse to the file located on + your hard drive. This file is part of the Source SDK and can be found in the folder + ...\Steam\SteamApps\address@host.com\sourcesdk\bin. Continue this process for all the reaming tools. + Your screen should look something like this:

+ +
Options Form - Stage Paths Tab
+ +

Once you are happy with your settings in the Stage Paths tab, move over to the + Variables tab. Your screen should look like this:

+ +
Options Form - Variables Tab
+ +

The Variables tab allows you to set the paths to various other resources used in your current + specification. These paths are set in a similar mannor to those of the Stage Paths tab and + should be set as follows:

+ +

BinRoot: (Source SDK bin directory.)

+ +
    +
  • All MODs: ...\Steam\SteamApps\address@host.com\sourcesdk\bin
  • +
+ +

ValveProject: (GameInfo.txt directory.)

+ +
    +
  • Half-Life 2: ...\Steam\SteamApps\address@host.com\half-life 2\hl2
  • +
  • Half-Life 2: Deathmatch: ...\Steam\SteamApps\address@host.com\half-life 2 deathmatch\hl2mp +
  • +
  • Counter-Strike: Source: ...\Steam\SteamApps\address@host.com\counter-strike source\cstrike +
  • +
  • Day of Defeat: Source: ...\Steam\SteamApps\address@host.com\day of defeat source\dod
  • +
+ +

Output: (BSP output directory.)

+ +
    +
  • Half-Life 2: ...\Steam\SteamApps\address@host.com\half-life 2\hl2\maps
  • +
  • Half-Life 2: Deathmatch: ...\Steam\SteamApps\address@host.com\half-life 2 + deathmatch\hl2mp\maps
  • +
  • Counter-Strike: Source: ...\Steam\SteamApps\address@host.com\counter-strike + source\cstrike\maps
  • +
  • Day of Defeat: Source: ...\Steam\SteamApps\address@host.com\day of defeat source\dod\maps +
  • +
+ +

Your form should look something like this when you're all done:

+ +
Options Form - Variables Tab
+ +

Once you are happy with your paths click the OK button to return to Batch Compiler's main + screen. We are now going to go through the steps for creating a generic "Fast" compile preset which + you can use for all your maps. Please continue to the next + page.

+
+
+
Modified: Nov 5th, 2006 - 8:51:31 pm[ 41366 Views ] +
+
+

+
+
+
1. jamie1993Posted: Aug 1st, 2007 - 1:10:25 pm +
+
+
Yea where do we get source tools and shitbored +
+

+
+
+
2. NemPosted: Aug 1st, 2007 - 1:13:09 pm +
+
+
I'm not sure what you mean... checkingthenews
+

+
+
+
3. jimmyModified: Aug 22nd, 2007 - 3:20:54 am +
+
+
I don't have source yet but it seems to me that you get hammer(4.0?) and the source + tools(bsp, vis, rad) from the source SDK on steam. If I'm wrong please correct me. I can't wait to build + for HL2.
+ happyhappyhappy
+
+

+
+
+
4. NemPosted: Aug 23rd, 2007 - 12:35:50 am +
+
+
That's correct. apple
+

+
+
+
5. timmoModified: Nov 11th, 2007 - 11:05:36 pm +
+
+
Hi Nem, a long time since I have used the compiler for mapping. I am mapping for HL + 2" now but although I thought I had setup the compiler ok I get this message when I compile.
+
+ Extra App Id set to 211, but no SteamAppId
+
+ As the log is generated with the map details I am guessing this is a path error is it?
+
+ Aprreciate any advice as usual, thanks
+

+
+
+
6. Sgt-MessPosted: Jan 8th, 2008 - 6:49:03 am +
+
+
Shouldn't you update this tut for the orange box release. The orange box games use + different directories.
+
+ And also this tool is great. I used to use command promt and do every thing separately.
+

+
+
+
7. FredericPosted: Jul 21st, 2008 - 1:59:28 pm +
+
+
Hello.I'm wondering how to get this to work with ep2/Orangebox games.I tried many + ways to make it work but it always seems to be missing all the materials/models in the map and it + crashes on Building Physics collision data.
+
+ Help?
+

+
+
+
8. knifeinthesnowPosted: Oct 1st, 2008 - 3:26:41 am +
+
+
yeahbabyyou did a great job on all your tools + keep up the good work! also i was confuse what to do with the path files
+

+
+
+
9. NemPosted: Oct 10th, 2008 - 10:02:56 pm +
+
+
Are you still confused? I'm not sure if you're asking a question... If not, thanks. + happy +
+

+
+
+
10. SeemonPosted: Oct 18th, 2008 - 6:40:50 am +
+
+
At the part where you set up Batch Compiler stage paths, I get lost. I'm not sure + what I'm supposed to do.

Could you maybe provide a full screenshot of the stage paths + listed? And likewise for the variables?
+
+ Other than that, I seem to be fine.
+

+
+
+
11. captain + terrorPosted: Mar 10th, 2009 - 4:58:10 pm +
+
+
I can't compile orange box maps... I'm running as administrator, i'm pretty sure all + my paths are right, and here is my compile log:
+
+ http://files.filefront.com/rooms+captainterror2log/;13444575
+

+
+
+
12. Waffleguy388Posted: Mar 22nd, 2009 - 4:38:42 pm +
+
+
it FAIL, heres the compile log:
+
+ materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials
+ Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf
+ fixing up env_cubemap materials on brush sides...
+ 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
+ Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!
+ Processing areas...done (0)
+ Building Faces...done (0)
+ FixTjuncs...
+ PruneNodes...
+ WriteBSP...
+ done (0)
+ Creating default cubemaps for env_cubemap using skybox materials:
+ skybox/sky_day01_08*.vmt
+ Run buildcubemaps in the engine to get the correct cube maps.
+
+ No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
+ Can't load skybox file skybox/sky_day01_08 to build the default cubemap!
+ Finding displacement neighbors...
+ Finding lightmap sample positions...
+ Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
+ Building Physics collision data...
+ done (0) (47093 bytes)
+ Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
+ Water found with no water_lod_control entity, creating a default one.
+ Compacting texture/material tables...
+ Reduced 261 texinfos to 135
+ Reduced 25 texdatas to 22 (706 bytes to 554)
+ Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp
+ 3 seconds elapsed
+
+
+
+ 2 threads
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
+ LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
+
+
+
+ materialPath: E:\steam\steamapps\wardino389\half-life 2 deathmatch\hl2mp\materials
+ Loading C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.vmf
+ fixing up env_cubemap materials on brush sides...
+ 0...1...2...3...4...5...6...7...8...9...10**** leaked ****
+ Entity info_teleport_destination (-3142.00 -6008.00 -9419.00) leaked!
+ Processing areas...done (0)
+ Building Faces...done (0)
+ FixTjuncs...
+ PruneNodes...
+ WriteBSP...
+ done (1)
+ Creating default cubemaps for env_cubemap using skybox materials:
+ skybox/sky_day01_08*.vmt
+ Run buildcubemaps in the engine to get the correct cube maps.
+
+ No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
+ Can't load skybox file skybox/sky_day01_08 to build the default cubemap!
+ Finding displacement neighbors...
+ Finding lightmap sample positions...
+ Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
+ Building Physics collision data...
+ done (0) (47093 bytes)
+ Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
+ Water found with no water_lod_control entity, creating a default one.
+ Compacting texture/material tables...
+ Reduced 261 texinfos to 135
+ Reduced 25 texdatas to 22 (706 bytes to 554)
+ Writing C:\Users\Wardino388\Desktop\faben's project\gm_Fabens_Buildv3.bsp
+ 4 seconds elapsed
+
+
+
+ 2 threads
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.bsp
+ reading c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
+ LoadPortals: couldn't read c:\users\wardino388\desktop\faben's project\gm_Fabens_Buildv3.prt
+
+
+

+
+
+
13. -=GRW=- + [GMRC] KaosPosted: Aug 2nd, 2010 - 6:20:09 pm +
+
+
+ http://www.filefront.com/thankyou.php?f=17167937
+
+ Hey guys, I added Garry's Mod to the base settings for the Steam tab. You can now select it in the + drop-down game menu. This is the "Steam.BCI" file that goes in "Specifications" in your Batch Compiler + folder.
+

+
+
+
14. ZosoPosted: Dec 9th, 2012 - 2:30:00 pm +
+
+
How would i do a Full compile? would it be just changing the option from fast to + normal if using the "fast" preset tutorial? is there any other options i need to select
+

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
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+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html new file mode 100644 index 0000000..9557eca --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Batch_Compiler_Specification_Files.html @@ -0,0 +1,2714 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
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+
Batch + Compiler Specification Files - NemPosted: May 26th, 2003 - 9:51:42 pm +
+
+
+ About:
+ +

Batch Compiler Specification (BCS) files are simple element orientated text files that are used to + specify the batches, stages and options that can be used. They construct the objects on Batch + Compiler's main form and specify the layout of the batch file Batch Compiler produces. In short, the + define almost everything you see in Batch Compiler.

+ + + + + The Batch Element: +
+ +

Specification files are made up of two main sections, a Batch section that specifies the batch + files Batch Compiler produces, and Stage section that specifies the stages these batch files + use. There is no set order in which they must appear, but general place the Batch sections at + the top of the specification file (as a convention). The following is the main Batch section + from the "Zoners Tools" specification file that comes with Batch Compiler:

+ +
+ Batch + { + Name "Zoners Tools" + Priority "2" + Links "Zoners Tools,http://dev.valve-erc.com/index.php?go=zhlt" + Filter "Supported Files|*.map;*.bsp|MAP Files (*.map)|*.map|BSP Files (*.bsp)|*.bsp" + Stages "CSG|BSP|VIS|NetVIS|RAD|RipEnt|Shared" + LogFile "${FilePath}\\${FileName}.log" + Template "@echo off\n"_ + "set WADROOT=${InputPath}\n"_ + "\"${StagePath=CSG}\" ${StageParam=CSG} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=BSP}\" ${StageParam=BSP} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=VIS}\" ${StageParam=VIS} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=NetVIS}\" ${StageParam=NetVIS} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=RAD}\" ${StageParam=RAD} \"${FilePath}\\${FileName}\"\n"_ + "\"${StagePath=RipEnt}\" ${StageParam=RipEnt} \"${FilePath}\\${FileName}\"\n" + } +
+ +

This is a good example of a batch section because it shows all the various aspects of Batch + Compiler's elements and attributes. The general format for all of the various elements and attributes + in a specification file is as follows:

+ +
+ Element + { + Attribute1 "Value1" + Attribute2 "Value2" + Attribute3 "Value3"_ + "Value3 Continued" + } +
+ +

All attribute values, wheather they are numeric or strings, are written in quotes. If an attribute's + value is long you can split it into two or more strings by placing a underscore ("_") charactor in + between each string as showen above. Attributes can also contain escape sequences to represent + characters you can't easily type. These escape sequences are modeled after the C language escape + sequences and are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Escape Sequence
+
+
Character
+
+ \t + + Tab +
+ \n + + New Line +
+ \\ + + Backslash +
+ \" + + Quote +
+
+ +

The quote escape sequence can be very usefull for adding quotes to your attribute's value without + confusing the parser. For example the string Ryan "The Yellow Dart" Gregg would be written as + "Ryan \"The Yellow Dart\" Gregg".

+ +

The various attributes that the Batch element can take are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Filter + + String + + All Files (*.*)|*.* + + The file filter to use when browsing for files on the main form in the standard windows + format. +
+ Links + + List + + N/A + + A list of web site links associated with the batch. The format is "Link1 Name,Link1 + URL|Link2 Name,Link2 URL". +
+ LogFile + + String + + N/A + + The template for the log file path. +
+ Name + + ID + + N/A + + The name of the batch. Must be unique. +
+ Priority + + Integer + + 0 + + The priority of the batch. The batch with the highest priority will be the batch that Batch + Compiler loads. +
+ ShellExecute + + Boolean + + False + + If true, the batch will be run through the shell and not a batch file. The batch must be no + longer than one line and only one command if this is true. +
+ Stages + + List + + N/A + + A list of all the stages the batch uses in the order they will be run (and appear in Batch + Compiler). +
+ Template + + String + + N/A + + The template for the batch. +
+
+
+ +

The Template attribute of the Batch element is simply a batch script mixed in with + variables.

+ + Variables:
+ +

Batch Compiler defines the following variables that can be used anywhere in your Template:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Variable
+
+
Value
+
+ ${Date} + + The current date in short format. +
+ ${FileExt} + + The input file's extension. For example, the extension of C:\test.map would be + map. +
+ ${FileName} + + The input file's Name. For example, the name of C:\test.map would be test. +
+ ${FilePath} + + The input file's Path. For example, the path of C:\test.map would be C:\. +
+ ${InputPath} + + The input path (as set in the options form.) +
+ ${LogViewerPath} + + The full path to the log viewer (as set in the options form). +
+ ${OutputPath} + + The output path (as set in the options form.) +
+ ${StageCmd=XXX} + + The command list of a stage generated by Batch Compiler where XXX is the stage you want the + command list for. +
+ ${StageParam=XXX} + + The parameter list of a stage generated by Batch Compiler where XXX is the stage you want the + parameter list for. +
+ ${StagePath=XXX} + + The full path of a stage where XXX is the stage you want the full path for. +
+ ${StageTitle=XXX} + + The ftitle of a stage where XXX is the stage you want the title for. +
+ ${Time} + + The current time in short format. +
+ ${Version} + + The version of Batch Compiler you are using. +
+
+ +

It should be noted that when StagePath or StageParam occurs on a line, that line will + not be part of the batch if the stage is a program and it is not checked to run in Batch Compiler.

+ + + The Stage Element: +
+ +

The Stage element is used to specify the programs that are used to make up a Batch. + Each Stage makes up a tab in Batch Compiler. Here is a sample Stage:

+ +
+ Stage + { + Name "VIS" + Title "Visibility Index Set" + Type "Program" + Filter "HLVIS (hlvis.exe)|hlvis.exe" + + ComboBox + { + Name "Vis Type" + Bold "True" + Default "Normal" + Options "Fast,-fast|Normal,|Full,-full" + Hint "\tRun as fast or normal or full VIS." + } + + Space + { + Size "9" + } + + TextBox + { + Name "Additional Parameters" + Type "String" + Size "3" + Hint "\tAdd additional parameters here as you would a command line." + } + } +
+ +

This example illustrates how the Stage element is made up of other elements such as ComboBoxes + and TextBoxes. The various attributes that the Stage element can take are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Filter + + String + + Applications (*.exe)|*.exe + + The file filter to use when browsing for the stage's program in the standard windows format. +
+ Groups + + List + + N/A + + The list of all the element groups in the sage. You must list these if you wish to access + individual element groups. +
+ Name + + ID + + N/A + + The name of the stage. Must be unique. +
+ Title + + String + + N/A + + The title of the stage. +
+ Type + + Enumeration + + Program + + The type of stage the stage is. Options are Program, ParameterList and + CommandList. +
+
+ +
+ + + Control Elements: +
+ +

The Stage element is also made up of additional control elements which are used to define the + objects on the tab and the parameters of the program. Batch Compiler defines for the following control + elements: LabelBox, Space, CheckBox, TextBox, ComboBox, + FileBox, FolderBox and the ColorBox control element.

+ +

These control elements are placed on the tabs in a grid like manor. Each tab is divided into 11x3 + (33) grid boxes, each of which a control element can be added to. The position of the control elements + is determined automatically by the order of their creation, starting from the top left then making + their way down each column until it is full.

+ + + The LabelBox: +
+ +

The LabelBox is a simple control element that is used to provide headings for other control + elements. An example LabelBox element is as follows:

+ +
+ LabelBox + { + Name "Recommended File Deletions:" + Bold "True" + } +
+ +

The attributes that the LabelBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Name + + ID + + N/A + + The name of the element. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+
+ +
+ + + The Space: +
+ +

The Space is a simple control element that is used to provide vitrical spacing between control + elements. An example Space element is as follows:

+ +
+ Space + { + Size "3" + } +
+ +

The attributes that the Space element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Size + + Integer + + 1 + + The height of the element in grid blocks. +
+
+ +

When Batch Compiler encounters a Space element it simply moves ahead the specified number of + spaces (grid blocks) as if a sub class had been placed there. It is important to note that if you use + a 'Width' value greater then 1 for any of the sub classes, you'll need to use the 'Spaces' field to + prevent other sub classes from being placed on top of the wide sub class by jumping over any + additional grid blocks it takes up.

+ + + Option Elements: +
+ +

Option elements are used to define parameters and batch commands for use in your Batch. If + your Stage is of type Program or ParameterList the option created will be in the + format parameter value. If your Stage is of type CommandList the option created + will be in the format parameter\n.

+ +

All option elements allow you to create variable switches by using any of the following variables as + part of their parameter:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Variable
+
+
Value
+
+ ${Date} + + The current date in short format. +
+ ${FileExt} + + The input file's extension. For example, the extension of C:\test.map would be + map. +
+ ${FileName} + + The input file's Name. For example, the name of C:\test.map would be test. +
+ ${FilePath} + + The input file's Path. For example, the path of C:\test.map would be C:\. +
+ ${InputPath} + + The input path (as set in the options form.) +
+ ${LogViewerPath} + + The full path to the log viewer (as set in the options form). +
+ ${OutputPath} + + The output path (as set in the options form.) +
+ ${Time} + + The current time in short format. +
+ ${Version} + + The version of Batch Compiler you are using. +
+
+ +

Options that are part of a Stage of type CommandList (excluding CheckBox's) can + use the following additional variables:

+ +
+ + + + + + + + + + + + + +
+
Variable
+
+
Value
+
+ ${Value} + + The value of the option. +
+
+ +

The bellow example uses variables to delete an intermittent file. The parameter looks as follows:

+ +
+ CheckBox + { + Name "Delete .WIC After Compile" + Param "if not exist \"${FilePath}\\${FileName}.wic\" goto nodelwic\n"_ + "del \"${FilePath}\\${FileName}.wic\"\n"_ + "echo ${FilePath}\\${FileName}.wic deleted.\n"_ + ":nodelwic" + } +
+ +
+ + + The CheckBox: +
+ +

The CheckBox is a common control element that defines a single valueless switch. An example + CheckBox element is as follows:

+ +
+ CheckBox + { + Name "No WAD Textures" + Param "-nowadtextures" + Hint "\tInclude all used textures into bsp." + } +
+ +

The attributes that the CheckBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+
+ +
+ + + The TextBox: +
+ +

The TextBox is a common control element that defines a single switch with a value. An example + TextBox element is as follows:

+ +
+ TextBox + { + Name "Max Node Size" + Param "-maxnodesize" + Bold "True" + Type "Single" + Default "1024.0" + Min "64.0" + Max "8192.0" + Hint "\tSets the maximum portal node size." + } +
+ +

The attributes that the TextBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Default + + String + + N/A + + The default value for the element. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Max + + Variable + + N/A + + If the element is a numeric type, the maximum value it can take. +
+ Min + + Variable + + N/A + + If the element is a numeric type, the minimum value it can take. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + True + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+ Type + + Enumeration + + String + + The type of value the element can take. Options are String, Integer and + Single. +
+
+ +
+ + + The ComboBox: +
+ +

The ComboBox is a common control element that defines a single switch with multipule fixed + values. An example ComboBox element is as follows:

+ +
+ ComboBox + { + Name "Max Node Size" + Param "-maxnodesize" + Bold "True" + Type "Single" + Default "1024.0" + Min "64.0" + Max "8192.0" + Hint "\tSets the maximum portal node size." + } +
+ +

The attributes that the ComboBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Default + + String + + N/A + + The name of the default option for the element. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Options + + List + + N/A + + A list of options that the element can take. The format is "Option1 Name,Option1 + Value|Option2 Name,Option2 Value". +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + True + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+
+ +

The ComboBox can also be a useful element for switching between multiple valueless switches. + For example, you can only start Half-Life in fullscreen or windowed mode, so if you wanted to switch + between the two you would do the following:

+ +
+ ComboBox + { + Name "Startup State" + Default "Fullscreen" + Options "Fullscreen,-full|Windowed,-win" + Hint "\tStart Half-Life with the following window state." + } +
+ +
+ + + The FileBox: +
+ +

The FileBox is a control element that defines a single switch that takes a file as a value. An + example FileBox element is as follows:

+ +
+ FileBox + { + Name "WAD File" + Param "-wadinclude" + FullPath "True" + Filter "WAD Files (*.wad)|*.wad" + Hint "\tPlace textures used by the wad file specified into the bsp." + } +
+ +

The attributes that the FileBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Default + + String + + N/A + + The default file name. +
+ Filter + + String + + All Files (*.*)|*.* + + The file filter to use when browsing for files in the standard windows format. +
+ FullPath + + Boolean + + True + + The element's full path state. If true the path and file name of the file will be used, if + false only the file name will be used. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + True + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+
+ +
+ + + The FolderBox: +
+ +

The FolderBox is a control element that defines a single switch that takes a folder as a + value. An example FolderBox element is as follows:

+ +
+ FolderBox + { + Name "Folder" + Param "-folder" + + Hint "\tSpecify a folder that will be searched for bsp files." + } +
+ +

The attributes that the FolderBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + True + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+
+ +
+ + + The ColorBox: +
+ +

The ColorBox is a control element that defines a single switch that takes a color as a value. + An example ColorBox element is as follows:

+ +
+ ColorBox + { + Name "Ambient Light" + Param "-ambient" + Type "Single" + Default "0 0 0" + Hint "\tSet ambient world light." + } +
+ +

The attributes that the ColorBox element defines are as follows:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Attribute
+
+
Type
+
+
Default
+
+
Value
+
+ Bold + + Boolean + + False + + The element's bold state. +
+ Checked + + Boolean + + False + + The element's checked state. If true the element will be checked by default. +
+ Default + + Color + + 0 0 0 + + The default color in R G B mode. The color can be defined as a Integer or a Single. +
+ Group + + String + + N/A + + The group the element belongs to. +
+ Hint + + String + + N/A + + The hint that is displayed when you hover your mouse over the element. +
+ Index + + Integer + + N/A + + The index of the element in the parameter list. +
+ Name + + ID + + N/A + + The name of the element. +
+ Param + + String + + N/A + + The switch to use for the element. +
+ Quote + + Boolean + + + False + + The element's quote state. If true values with white space in them will be surounded in + quotes. +
+ Size + + Integer + + 1 + + The width of the element in grid blocks. +
+ Stages + + List + + N/A + + A list of stages that share the element. +
+ Type + + Enumeration + + String + + The type of value the color is defined with. Options are Integer and Single. + Integer values range from 0 to 255 and Single values range from 0.0 to 1.0. +
+
+ +
+ + + Shared Options: +
+ +

In some cases you have an option element that you want to include in multiple Stages. These + are called shared options. (An example of one of these would be the -texdata option in Zoners Tools, + you want this to be added to all Stages). This can be done with any option element through the + use of the Stages attribute. In the Stages attribute list all the Stages that you + want the option element to be used with. An example shared option is as follows:

+ +
+ TextBox + { + Name "Texture Data" + Param "-texdata" + Bold "True" + Stages "CSG|BSP|VIS|NetVIS|RAD|RipEnt" + Type "Integer" + + Default "4096" + Min "2048" + Hint "\tAlter maximum texture memory limit (in kb)." + } +
+ +

Note that shared options only appear in the Stage you create them in, but their options are + added to the parameter list of all the Program and ParameterList Stages they are + shared with.

+ + + Directives: +
+ +

Directives are special commands that tell the parser how to parse the specification file. The three + directives available are Define, Include and Once.

+ + + Define Directive: +
+ +

The Define directive allows you to define custom variables that can be used anywhere you can + use the variables that the Define is composed of. An example of the Define directive is + as follows:

+ +
+ Define "DateTime" "${Date} {$Time}" + Define "Author" "Ryan \"Nemesis\" Gregg" +
+ +

This defines a new variable, ${DateTime}, that you can use anywhere in place of ${Date} + ${Time}. This also defines a new variable, ${Author}, which you can use any where in + place of Ryan "Nemesis" Gregg. For example: echo ${Author}.

+ + + Include Directive: +
+ +

The Include directive allows you to include Batches and Stages defined in + another specification file in the current specification file. When you include a specification file it + is parsed separately from the specification file you included it from. This means the specification + file you include must be a complete standalone specification file. You cannot include a specification + file from within a Batch or Stage element. An example of the Include directive is + as follows:

+ +
+ Include "Batch.bci" +
+ +
+ + + Once Directive: +
+ +

If you Include a specification file more than once you will run into errors because you will + be declaring the elements in that specification file more than once. As a work around you can use the + Once directive to indicate that the specification file is only to be parsed once. The + Once directive should only be used at the top of a specification file. An example of the + Once directive is as follows:

+ +
+ Once +
+ +
+ + + Naming Conventions: +
+ +

As a convention, specification files that you wish to use with the Include directive but don't + wish to allow users to use as standalone specifications should be given the .bci (Batch Compiler + Include File) extension. Files that you wish to allow users to use as standalone specifications should + be given the .bcs (Batch Compiler Specification File) extension.

+ + + Comment Syntax: +
+ +

Comments can be added anywhere in specification files. Batch Compiler uses the standard C++ style + comment syntax to allow for both line and block comments. An example of correct line comment syntax is + as follows:

+ +
+ // This is a comment. + // The Bold attribute has been commented out, Batch Compiler + // will not parse it. + CheckBox + { + Name "No WAD Textures" + Param "-nowadtextures" + //Bold "True" + Hint "\tInclude all used textures into bsp." + } +
+ +

An example of correct block comment syntax is as follows:

+ +
+ /* + * This is a comment. + * The Below CheckBox has been commented out, Batch Compiler + * will not parse it. + */ + + /*CheckBox + { + Name "No WAD Textures" + Param "-nowadtextures" + Bold "True" + Hint "\tInclude all used textures into bsp." + }*/ +
+ +
+ + + Error Messages: +
+ +

When Batch Compiler encounters an error parsing a specification file it outputs an error message in + the format Error (line): message. The line number Batch Compiler reports isn't necessarily the + line that the error occurred on, it is the line Batch Compiler is on when it determines that there is + an error. This will typically be the line of the error or the line after the error but it could + potentially be any line after the error. If Batch Compiler encounters an error within an include file + Batch Compiler will stack the error messages with the lowest level include file on the bottom of the + stack. Below is an example error message:

+ +
Batch Compiler Error Message
+ +

In the above error message we can see that on or below line 18 of the specification file we are + loading there was an error parsing the include file Zoners Tools P Series.bci. We can also see + that on or below line 118 of the include file Batch Compiler encountered an attribute that did not + belong to an element. This attribute is most likely a misspelled Hint attribute.

+ + Opening a Specification File in Batch Compiler:
+ +

When Batch Compiler starts up it automatically searches the Batch Compiler\Specifications + directory for .bcs files to add to the Specifications menu. Because of this, all you have to do + is save your new .bcs file to your Batch Compiler\Specifications directory, then once Batch + Compiler has started, select it form the Specifications menu.

+ + Batch Compiler Preset Files:
+ +

When Batch Compiler saves a preset (.bcp) file it dynamically builds a XML database off of your + specification file's format. This allows Batch Compiler to load presets saved by any specification + file even if the specification file has been altered since you last saved the preset.

+ + Conclusion:
+ +

That pretty much concludes the Batch Compiler Specification file format. Hopefully now you will be + able to customize your specification files to your liking or create additional specification files for + other tools. Just one word of caution before you go editing specification files; when you do so, + please save them under a different name, this will save you from possibly loosing them if you ever + choose to download an update to Batch Compiler and it overwrites the changes you made to your + specification files.

+
+
+
Modified: Feb 9th, 2005 - 11:52:48 pm[ 14978 Views ] +
+
+

+
+
+
1. NoBodyModified: Jun 25th, 2004 - 3:38:07 pm +
+
+

+ i have made a spec file that among others applications supports steam, but i am having a problem as + steam requires the -applaunch tag to be the first that it gets, i would like to make it a ComboBox but + thees are add after all the CheckBox commands have been added so the only work around i have found is + making every game mode a CheckBox but thet files up a line just consisting of games when you can only + select one any way. could you either change it so that it adds the commands based on the order in the + bcs instead, or you could just make it add ComboBox before CheckBox bleeh tho this would cause a problem + if the opposed satiation + accrued.
+
+ another thing that would be nice to have would be if you could make the selection of a stage or option + wold force select/deselected a notes stage or option.
+
+ other then that this tool has made me very happy
+
+

+
+
+
2. NemPosted: Jun 25th, 2004 - 4:33:27 pm +
+
+

+ I am aware of this problem, it is an issue with how Batch Compiler is coded and there is no easy fix. BC + v2.0.0 has been around for quite some time and it has become apparent to me that a rewrite (BC v3.0.0) + is necessary.
+
+ When I first released Batch Compiler your only options as far as compiling was concerned was Q Tools or + Zoners Tools. Now there are so many different utilities and versions of these tools that defining them + all in one BCS file is no longer particle and is a pain to maintain, modularization is required. There + are also other smaller issues like the one you have observed.
+
+ The next version of BC will has a very similar GUI but will be far more refined from a coding and + specification writing and maintenance viewpoint.
+
+

+
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+
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+ +
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+ + + +
+
+
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+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html new file mode 100644 index 0000000..b7a782e --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Half-Life).html @@ -0,0 +1,565 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Creating + A Preset (Half-Life) - NemPosted: May 26th, 2003 - 10:43:06 pm +
+
+
+

If you are coming from the Batch + Compiler Setup tutorial then you should already be prepared to start a new preset; otherwise, if + you have not set Batch Compiler up, please see the Batch + Compiler Setup tutorial.

+ +

To make sure that Batch Compiler is ready to create a new preset, go to the File menu and + select New Preset. Your screen should look like this (note it may differ if you are using a + different specification file):

+ +
+ +

We are going to create a typical "Full" preset that would be used on final BSP builds to produce the + highest quality BSP. The switches mentioned in this tutorial are not the only switches that can be + used for a "Full" compile. As you gain experience you will learn how to make use of the other switches + to tailor your map to your liking. They are, however, common switches for a "Full" compile.

+ +

The first stage we are going to look at is the CSG stage. Click the CSG tab. Next check the + WAD Auto Detect checkbox. I could explain to you what this switch does, however, if you simply + hover you mouse over the switch you will notice the text box at the bottom of your screen contains a + more then adequate explanation. (If you do not see this text box it can be made visible by selecting + Show Details under the Options menu). Next check the Clip Type checkbox. Now + you'll notice that when you check the Clip Type checkbox that a field opens up. This means you + can now edit the field. All the fields in Batch Compiler contain the default values used by the tools + and many of them also include simple error checking to insure you are entering the right type of value + (integer, single or string etc.) and that the value is within range. In the new field select a Clip + Type of Precise. Your screen should look like this when you're done:

+ +
+ +

The next stage we are going to look at is the VIS stage. Click the VIS tab. Next check the + VIS Type checkbox and select a VIS Type of Full. Your screen should look like + this when you're done:

+ +
+ +

The next stage we are going to look at is the RAD stage. Click the RAD tab. Next check the + Extra checkbox and the Bounce checkbox entering a value of 2 for the Bounce. Last + but not least, check the Direct Scale checkbox and enter a value of 1 for the Direct + Scale (this option should always be 1). Your screen should look like this when you're done:

+ +
+ +

The next stage we are going to look at is the Shared stage. Click the Shared tab. This stage + has special switches that are common to all of the Zoners Tools stages and so changing a value here + applies this change to all of these stages. Check the Chart option. Your screen should look + like this when you're done:

+ +
+ +

The next stage we are going to look at is the Batch stage. Click the Batch tab. This stage + contains options that are not associated with the Zoners Tools, but actual batch file commands. I am + going to check all the recommended file deletions to remove intermediate files used to compile the + BSP, and the BSP and PTS recommended file functions so my BSP and PTS files will be copied to my + output folder (as specified on the Options form). Your screen should look like this when you're done: +

+ +
+ +

Finally, lets look at the Steam stage. Click the Steam tab. This stage will already be + partially set up for you (Run Map and Game should be checked). Select the Game + you want to launch Steam to from the Game combobox. If you want to run a 3rd party MOD then you + will need to select Half-Life as your Game, then check the MOD checkbox and enter + the name of the 3rd party MOD. It can also be helpful to check the Developer checkbox to run + Half-Life in developer mode. Your screen may look like this when you're done:

+ +
+ +

Almost done, only two more steps to go... On the side of your screen you'll notice an additional + listbox labelled Stages. In the listbox select the stages you wish to run. This tutorial is + setup to run CSG, BSP, VIS, RAD, and Steam and thus I have them all selected as shown below:

+ +
+ +

Last but not least, we need to specify a MAP file before we can start compiling it. Under the + File menu select Open File. Then browse to and select a MAP file to compile. You'll + notice that the Run buttons are now enabled and this is your sign that you are ready to compile + your map. You screen should look like this when you are ready:

+ +
+ +

To compile your map simply press the Run button, an MS DOS window will pop up and your map + will commence compiling. If the compiling tools (not Batch Compiler) report + any errors, please see this + site.

+ +

Now that you have set up a "Full" compiler preset, let's add it to your Presets menu for easy + access. Please continue to the next + page.

+
+
+
Modified: Apr 16th, 2006 - 3:04:29 pm[ 75423 Views ] +
+
+

+
[ 1 2 + 3 + 4 + 5 + 6 + 7 + ]

+
+
+
1. goddannitModified: Dec 28th, 2003 - 11:12:23 am +
+
+

+ hey i have mine setup exactly like this, the only problem is when i run the compile, and then run the + map it doesnt show my lights, just a solid light color throughout the whole map, it use to take longer + to compile but it would show all of my lights. Is the problem with worldcraft or with the compiler. In + my map properties i have default light level set to 0. I have checked and rechecked to make sure my + compiler settings are the same as this. Can someone please help me.
+
+

+
+
+
2. NemPosted: Dec 28th, 2003 - 3:06:12 pm +
+
+

+ Can you post your log?
+
+

+
+
+
3. BitkaPosted: Jan 3rd, 2004 - 2:58:50 pm +
+
+

+ Nem, the same thing is happening to me as with Hammer's built in compiler. When the map is loading, the + console sais "map change failed; map not found on server." This might have nothing to do with the batch + compiler, but can you help me anywayz?
+
+

+
+
+
4. NemPosted: Jan 3rd, 2004 - 3:18:43 pm +
+
+

+ Did you get an error when you compiled?
+
+

+
+
+
5. BitkaModified: Jan 4th, 2004 - 2:11:06 pm +
+
+

+ C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegates.wic deleted.
+ File not found
+ - about five of that -
+ C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegates.prt deleted.
+ File not found - C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegate
+ .bsp
+ 0 file(s) copied
+ enemyatthegates.bsp copied to C:\Program Files 2\Games\Half-Life\cstrike\maps
+ File not found - C:\Program Files 2\Games\Half-Life\cstrike\maps\enemyatthegate
+ .pts
+ 0 file(s) copied
+ enemyatthegates.pts copied to C:\Program Files 2\Games\Half-Life\cstrike\maps
+
+ Press any key to continue . . .
+ - this was the very last page of the compiling, i dont know how to copy the whole thing
+ im going to try boxing in my map, i think that might be the problem -
+
+
+

+
+
+
6. NemPosted: Jan 5th, 2004 - 6:33:13 pm +
+
+

+ Looks like you have an error. The error is higher up in the log though.
+
+

+
+
+
7. Lightning + FlashPosted: Jan 9th, 2004 - 7:55:04 am +
+
+

+ a window pops up asking for MSVCP70.dll for me.
+ So i installed such a file, but he still asks for it.
+ Whats wrong then? yelling
+
+

+
+
+
8. NemPosted: Jan 9th, 2004 - 9:13:04 pm +
+
+

+ What program is causing this (i.e. is it the installer, BC, or Zoners) or what are you doing to get the + window to pop up?
+
+

+
+
+
9. Lightning + FlashPosted: Jan 10th, 2004 - 1:47:44 am +
+
+

+ Well... thats kinda my question.
+ Btw, i cant run in steam anyway.
+ Pop-up error there to: STEAM VFS failed to initialize:
+
+

+
+
+
10. DevgruSealModified: Feb 2nd, 2004 - 2:29:21 pm +
+
+

+ I keep getting this error when I run the compile..It says 'Could not find filesystem dll to load'
+
+ What does this meanshrug
+
+

+
+
+
11. snotshotPosted: Feb 12th, 2004 - 6:28:01 am +
+
+

+ Hey, first time posting here. Need help. I'm not exactly sure what happened after Valve Hammer Editor + compiled my map and then was loading it, but then, I get this while loading in CS:
+
+ executing valve.rc
+ executing language.cfg
+ "deathmatch" changed to "1"
+ execing config.cfg
+ can't use keys or values with a \
+ "sv_aim" changed to "1.000000"
+
+ adding: dll loaded for mod halflife
+ execing skill.cfg
+ map change failed: 'bigbox' not found on server execing cofig.cfg
+ can't use keys or values with a \
+
+ and that is all that I know. well, first of all, I can see why it was not found on server because I + don't have one. but, do you HAVE to have one to run a map??? any suggestions??? anyone know what my + problem is ??? thanks.
+
+ Snotshot
+
+

+
+
+
12. NemPosted: Feb 12th, 2004 - 6:08:17 pm +
+
+

+ I'm a little confused about what you are actually doing...
+
+

+
+
+
13. GryphonPosted: Feb 15th, 2004 - 2:11:40 pm +
+
+

+ I get the same error message, "A required .DLL file, MSVCP70.DLL, was not found.
+ I am running Win98, and I believe this is a Microsoft .NET file. I am about to install .NET, so we'll + see if that is the fix for me.
+ shrug
+
+

+
+
+
14. GryphonPosted: Feb 15th, 2004 - 2:46:13 pm +
+
+

+ Yes, I fixed it.
+ No, it wasn't .NET
+ I finally just searched for the file: I found a copy in my Army Operations install. I put the file into + the same directory as the tools. Then, it wanted MSVCR70.DLL, which I found in the same place. It was + confusing at first, because I didn't notice that it was looking for a different file.
+
+ That was it! everything compiles fine now.
+
+

+
+
+
15. GryphonPosted: Feb 17th, 2004 - 3:05:55 pm +
+
+

+ I probably should clarify - I am not using your Batch Compiler; I am still using Autolycus' old batch + file. I just happened upon this page because I was looking for a solution for my problem.
+ happy
+
+

+
[ 1 2 + 3 + 4 + 5 + 6 + 7 + ]

+
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html new file mode 100644 index 0000000..918f108 --- /dev/null +++ b/subpages/Batch_Compiler-Tutorials/Creating_A_Preset_(Source).html @@ -0,0 +1,431 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Creating + A Preset (Source) - NemPosted: Feb 10th, 2005 - 2:14:25 am +
+
+
+

If you are coming from the Batch + Compiler Setup tutorial then you should already be prepared to start a new preset; otherwise, if + you have not set Batch Compiler up, please see the Batch + Compiler Setup tutorial.

+ +

To make sure that Batch Compiler is ready to create a new preset, go to the File menu and + select New Preset. Your screen should look like this (note it may differ if you are using a + different specification file):

+ +
+ +

We are going to create a typical "Fast" preset that would be used on test BSP builds to quickly + preview a BSP. The switches mentioned in this tutorial are not the only switches that can be used for + a "Fast" compile. As you gain experience you will learn how to make use of the other switches to + tailor your map to your liking. They are, however, common switches for a "Fast" compile.

+ +

The first stage we are going to look at is the BSP stage. Click the BSP tab. This tab doesn't + have any options that will greatly speed up the compiling process so leave everything as it is, but + feel free to examine the options.

+ +

The next stage we are going to look at is the VIS stage. Click the VIS tab. Next check the + VIS Type checkbox and select a VIS Type of Fast. Your screen should look like + this when you're done:

+ +
+ +

The next stage we are going to look at is the RAD stage. Click the RAD tab. Next check the + RAD Type checkbox and select a RAD Type of Fast. Your screen should look like + this when you're done:

+ +
+ +

The next stage we are going to look at is the Shared stage. Click the Shared tab. This stage + has special switches that are common to all of the Source Tools stages and so changing a value here + applies this change to all of these stages. If you are going to be working on your computer while your + map compiles you might want to set the Priority option to Low, otherwise leave this + stage alone. Your screen may look like this when you're done:

+ +
+ +

The next stage we are going to look at is the Batch stage. Click the Batch tab. This stage + contains options that are not associated with the Source Tools, but actual batch file commands. I am + going to check all the recommended file deletions to remove intermediate files used to compile the + BSP, and the BSP and LIN recommended file functions so my BSP and LIN files will be copied to my + output folder (as specified on the Options form). Your screen should look like this when you're done: +

+ +
+ +

Finally, lets look at the Steam stage. Click the Steam tab. This stage will already be + partially set up for you (Run Map and Game should be checked). Select the Game + you want to launch Steam to from the Game combobox. Your screen should look like this when + you're done:

+ +
+ +

Almost done, only two more steps to go... On the side of your screen you'll notice an additional + listbox labelled Stages. In the listbox select the stages you wish to run. This tutorial is + setup to run BSP, VIS, RAD, Batch, and Steam and thus I have them all selected as shown below:

+ +
+ +

Last but not least, we need to specify a VMF file before we can start compiling it. Under the + File menu select Open File. Then browse to and select a VMF file to compile. You'll + notice that the Run buttons are now enabled and this is your sign that you are ready to compile + your map. You screen should look like this when you are ready:

+ +
+ +

To compile your map simply press the Run button, an MS DOS window will pop up and your map + will commence compiling. Note: the Steam service must be running before you can compile your map. + If the compiling tools (not Batch Compiler) report any errors, please see this + site.

+ +

Now that you have set up a "Fast" compiler preset, let's add it to your Presets menu for easy + access. Please continue to the next + page.

+
+
+
Modified: Apr 16th, 2006 - 3:08:13 pm[ 29711 Views ] +
+
+

+
+
+
1. nitros2005ukPosted: Feb 27th, 2005 - 7:40:46 am +
+
+
i have lots of problems with hammer sad
+

+
+
+
2. amckernPosted: Jun 3rd, 2005 - 7:44:09 am +
+
+
http://ammahls.com/cst/seting_up_cst.htm bored +
+

+
+
+
3. NemPosted: Jun 4th, 2005 - 11:20:30 am +
+
+
A 404 page? Cool flash animation...
+
+ miam +
+

+
+
+
4. mistamoronicPosted: Oct 19th, 2007 - 8:03:35 pm +
+
+
ummm how do i know when the batch compiler is done compiling?exhausted
+

+
+
+
5. TehVicePosted: Apr 12th, 2008 - 10:02:57 pm +
+
+
Is there any reason as to why there isn't an option to run the map in Day of Defeat: + Source?
+

+
+
+
6. NemModified: Apr 25th, 2008 - 1:19:22 pm +
+
+
Are sure you're using one of the source specifications? You may also want to double + check that everything is up to date by running an automatic update from the help menu.
+

+
+
+
7. SeemonPosted: Oct 18th, 2008 - 9:26:46 am +
+
+
I've set up Batch Compiler now with the fast preset etc and selected the map to + compile and pressed "Run". The Dos window opens and closes almost directly afterwards.
+
+ I figured the compile was complete and went into CS:S to create server to have a looksy, but the map + wasn't there.
+
+ So for some reason, it's not actually compiling?
+
+
+ Any help?
+

+
+
+
8. KataraPosted: Feb 27th, 2009 - 6:24:00 pm +
+
+
How can you specify the .LIN file output folder. Because when I check my general + output folder there isnt one.
+

+
+
+
9. RoosterPosted: Jun 20th, 2009 - 5:02:19 pm +
+
+
I have a question about launching a game that is not on the list under the Steam tab. + I am working on a map for Insurgency so after I compile the map to test it, I would like it to fire off + Insurgency. Anyone help me out with this?
+

+
+
+
10. AfftamatPosted: Jul 8th, 2014 - 10:57:29 am +
+
+
I downloaded and updated this great tool, but got an error when selecting a + specification:
+
+ Error (16): Error parsing include file Source Tools.bci.
+ Error (389): Error parsing attribute "Min", invalid attribute string "0.0".
+
+ If you encounter this error, open file "Source Tools.bci" with a text editor and remove decimals from + all Min and Max values in all TextBox blocks.
+
+ Min "0.0"
+ Max "100.0"
+
+ should be
+
+ Min "0"
+ Max "100"
+
+ Hope this hepls.
+

+
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+
+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Crafty-FAQ.html b/subpages/Crafty-FAQ.html new file mode 100644 index 0000000..19f489e --- /dev/null +++ b/subpages/Crafty-FAQ.html @@ -0,0 +1,419 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Crafty + FAQ - NemPosted: Oct 5th, 2006 - 12:44:47 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch Crafty, I get the following error message:
"This application has failed + to start because the application configuration is incorrect. Reinstalling the application + may fix this problem."

+
+
A.
+
+

Crafty is written in C++ .NET v2.0 and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
+
Q.
+
+

When I launch Crafty, I get the following error message:
"The application failed to + initialize properly (0xc0000135). Click ok to terminate the application."

+
+
A.
+
+

Crafty is written in C++ .NET v2.0 and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
+
Q.
+
+

When I launch Crafty, I get the following error message:
"A required .DLL file, + MSCOREE.DLL, was not found."

+
+
A.
+
+

Crafty is written in C++ .NET v2.0 and such as requires the .NET runtimes to run. See the + downloads + page for more information.

+
+
Q.
+
+

When I open an object in Crafty, I get the following error message:
"Error: + wglUseFontBitmaps() failed."

+
+
A.
+
+

Try using a different font driver:

+
    +
  1. Shutdown Crafty.
  2. +
  3. Open your ov.ini file.
  4. +
  5. Find the argument Engine.FontDriver and set it equal to Sprite (texture + based fonts) or Null (no fonts). WGL (bitblit fonts) are the default.
  6. +
  7. Save your changes.
  8. +
  9. Start Crafty.

    +
  10. +
+
+
Q.
+
+

How do I set Crafty up?

+
+
A.
+
+

To set Crafty up:

+
    +
  1. Start Crafty.
  2. +
  3. Select Setup then Options.
  4. +
  5. Under the File System tab, select your Steam Directory then the User + Name whose custom content you wish to use.
  6. +
  7. Click OK.
  8. +
  9. Click Setup then Profiles and select the modification whose content you + wish to open.
  10. +
+
+
Q.
+
+

When I load a level, it is missing textures or models or other resources.

+
+
A.
+
+

Crafty needs to know where to look for any resources referenced by a particular level. To + do this, Crafty makes use of Profiles which tell Crafty which packages to look in and + which search paths to use. Prior to loading any level, you must first make sure that the + game or game modification you are loading content for is selected in the Profiles + list in the Setup menu.

+
+
Q.
+
+

I don't see my game or game modification in the Profiles list.

+
+
A.
+
+

One drawback to the Profile approach is there is no way I can include a profile for + every modification, I can only do so for modifications I own. If you want to add support for + a custom modification, you must edit the Specifications\GameInfoCustom.csf file in + any text editor to add support. It is quite simple to do, the aforementioned file contains + detailed instructions.

+
+
Q.
+
+

How can I extend the Material Browser to view .tga files for Source games?

+
+
A.
+
+

If you want to view both .vmt and .tga files for Source games, edit + ...\Crafty\Specifications\GameInfo.csf changing the Filter for the source + MaterialBrowser from *.vmt to *.tga;*.vmt (should be line 65)

+
+
+ +

Ask a question...

+
+
+
Modified: Mar 24th, 2009 - 1:57:33 am[ 53 + Comments ] +
+
+
+
+
+
+
Crafty
+ +

+
+
Login
+
+
+
Username:
+
+
Password:
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Reed4071
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Crafty-Requirements.html b/subpages/Crafty-Requirements.html new file mode 100644 index 0000000..7d38327 --- /dev/null +++ b/subpages/Crafty-Requirements.html @@ -0,0 +1,239 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Crafty + Requirments - NemPosted: Aug 7th, 2006 - 12:40:08 pm +
+
+
System Requirements: +
    +
  • Frameworks: Microsoft + .NET Framework v2.0 x86 or Microsoft + .NET Framework v2.0 x64.
  • +
  • CPU: 1.4 GHz Intel Pentium 4 class processor or equivalent.
  • +
  • RAM: 512 MB.
  • +
  • Video Card: 3D accelerated video card.
  • +
  • Operating Systems: +
      +
    • Microsoft Windows» Server 2003
    • +
    • Windows XP Professional
    • +
    • Windows XP Home Edition
    • +
    • Windows 2000
    • +
    • Windows Millennium Edition
    • +
    • Windows 98
    • +
    • Microsoft Windows NT» 4.0 Service Pack 6a
    • +
    +
  • +
+ + System Recommendations: +
    +
  • CPU: 2.0 GHz Intel Pentium 4 class processor or equivalent.
  • +
  • RAM: 1024 MB.
  • +
  • Video Card: Radeon 9700 Pro or GeForce FX 5600.
  • +
  • Operating Systems: +
      +
    • Microsoft Windows» Server 2003
    • +
    • Windows XP Professional
    • +
    • Windows XP Home Edition
    • +
    • Windows 2000
    • +
    +
  • +
+
+
+
[ 2 + Comments ] +
+
+
+
+
+
+
Crafty
+ +

+
+
Login
+
+
+
Username:
+
+
Password:
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» Reed4071
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Crafty-Revision_History.html b/subpages/Crafty-Revision_History.html new file mode 100644 index 0000000..9adf597 --- /dev/null +++ b/subpages/Crafty-Revision_History.html @@ -0,0 +1,707 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Crafty + v1.0.2 - NemPosted: Nov 20th, 2010 - 1:40:02 pm +
+
+
+
    +
  • Fixed Crafty not saving its settings.
  • +
  • Updated to HLLib v2.4.0.
  • +
  • Updated to VTFLib v1.3.1.
  • +
+
+
+
[ 9 + Comments ] +
+
+

+
+
+
Crafty + v1.0.1 - NemPosted: Jul 25th, 2009 - 4:37:21 pm +
+
+
+
    +
  • Added compressed texture support.
  • +
  • Added basic SKP support.
  • +
  • Updated to HLLib v2.1.1.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 17 - NemPosted: Dec 13th, 2008 - 3:54:17 pm +
+
+
+
    +
  • Fixed HLLib integration.
  • +
+
+
+
[ 6 + Comments ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 16 - NemPosted: Nov 30th, 2008 - 8:23:37 pm +
+
+
+
    +
  • Added Left 4 Dead support.
  • +
  • Added support for version 49 of the Half-Life 2 MDL format.
  • +
  • Added support for fallback texture extensions.
  • +
  • Fixed VMF displacement normal loading not falling back to the face's normal.
  • +
  • Updated to HLLib v2.1.0.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 15 - NemPosted: May 31st, 2008 - 6:14:27 pm +
+
+
+
    +
  • Added profile categories.
  • +
  • Added support for versions 45-48 of the Half-Life 2 MDL format.
  • +
  • Added custom entity model support.
  • +
  • Updated to HLLib v2.0.9.
  • +
  • Updated to VTFLib v1.2.7.
  • +
+
+
+
[ 4 + Comments ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 14 - NemPosted: Sep 15th, 2007 - 5:03:48 pm +
+
+
+
    +
  • Added Team Fortress 2 VBSP support.
  • +
  • Added OBJ buffered reading.
  • +
  • Updated to HLLib v2.0.7.
  • +
  • Updated to VTFLib v1.2.6.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 13 - NemPosted: Jan 20th, 2007 - 6:57:20 pm +
+
+
+
    +
  • Added dynamic VBSP lighting.
  • +
  • Added VMT Cloud shader support.
  • +
  • Added VBSP and VMF fog.
  • +
  • Added basic Half-Life 1 MDL exportation.
  • +
  • Added basic OBJ MTL read support.
  • +
  • Added form location and size saving.
  • +
  • Added validation support to File System Browser.
  • +
  • Added time estimate to File System Browser.
  • +
  • Added pausing to File System Browser.
  • +
  • Added verbose mode to File System Browser.
  • +
  • Added find next to Console.
  • +
  • Added sprite font support.
  • +
  • Added drag n' drop functionality to Object Viewer.
  • +
  • Improved VBSP lightmap generation.
  • +
  • Improved render loop.
  • +
  • Improved File System Browser tree managment.
  • +
  • Improved primitive rendering performance.
  • +
  • Improved material proxy management.
  • +
  • Fixed VBSP PVS decompression bug.
  • +
  • Fixed OBJ indexing bug.
  • +
  • Updated to HLLib v2.0.6.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 12 - NemPosted: Sep 7th, 2006 - 9:10:46 pm +
+
+
+
    +
  • Added Half-Life 2 3D skybox support.
  • +
  • Added Half-Life 1 BSP exportation.
  • +
  • Fixed crash on level change.
  • +
  • Fixed crash on VBSP lightmap export.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 11 - NemPosted: Sep 5th, 2006 - 5:25:33 pm +
+
+
+
    +
  • Added PRT support.
  • +
  • Added PTS support.
  • +
  • Added basic MAP writing.
  • +
  • Added basic VMF writing.
  • +
  • Added VBSP lightmap exportation.
  • +
  • Added VMF support for comments.
  • +
  • Added GL exportation.
  • +
  • Added GL support for new-line delimiters.
  • +
  • Added object overlay support.
  • +
  • Fixed overflow in File System Browser when extracting more than 2 GB of data.
  • +
  • Fixed normal transformations in OBJ export code.
  • +
  • Improved nested package reading.
  • +
  • Updated to HLLib v2.0.1.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 10 - NemPosted: Aug 7th, 2006 - 3:52:00 pm +
+
+
+
    +
  • Added drag and drop support to File System Browser.
  • +
  • Fixed Half-Life BSP texture bug which prevented BSP files compiled with different sized textures + from loading.
  • +
  • Fixed File System Browser, Material Browser and Model Browser shell execution code.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 9 - NemPosted: Aug 7th, 2006 - 12:29:40 pm +
+
+
+
    +
  • Added X-Ray render mode.
  • +
  • Added VMT fallback shader support.
  • +
  • Added VMT texture scrolling.
  • +
  • Added VMT UnlitTwoTexture shader support.
  • +
  • Added -convert switch for command line object conversion.
  • +
  • Added Half-Life: Blue Shift BSP support.
  • +
  • Added Half-Life 2 MDL skin support.
  • +
  • Added Half-Life 2 MDL LOD selection.
  • +
  • Added Half-Life 2 BSP entity occlusion culling.
  • +
  • Added simple automatic configuration.
  • +
  • Added camera options to settings.
  • +
  • Optimized Half-Life 2 MDL rendering.
  • +
  • Optimized primitive rendering.
  • +
  • Fixed Half-Life and Half-Life 2 BSP frustum culling option.
  • +
  • Fixed a few minor memory leaks.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 8 - NemPosted: Aug 7th, 2006 - 12:29:30 pm +
+
+
+
    +
  • Added animated texture support.
  • +
  • Added Half-Life 2 BSP exportation.
  • +
  • Added active profile to status bar.
  • +
  • Fixed a bug which caused the 3D camera to disable.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 7 - NemPosted: Aug 7th, 2006 - 12:29:21 pm +
+
+
+
    +
  • Added basic OBJ support.
  • +
  • Added Half-Life MAP and RMF exportation.
  • +
  • Added Half-Life 2 MDL and VMF exportation.
  • +
  • Added cull freezing.
  • +
  • Added model detail option to settings.
  • +
  • Added default skyboxes to Half-Life 2 BSP files and VMF files.
  • +
  • Fixed Half-Life 2 model meshes.
  • +
  • Fixed Half-Life 2 model LOD rendering.
  • +
  • Fixed Half-Life BSP skyboxes.
  • +
  • Fixed several threading related render option bugs.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 6 - NemPosted: Aug 7th, 2006 - 12:29:10 pm +
+
+
+
    +
  • Added game profiles.
  • +
  • Added basic ambient lighting to Half-Life 2 BSP models.
  • +
  • Added Half-Life 2 BSP HDR settings.
  • +
  • Added automatic WAD loading to Half-Life BSP files.
  • +
  • Added entity rendermode support to Half-Life BSP files.
  • +
  • Added Half-Life BSP gamma correction setting.
  • +
  • Added find dialog to console.
  • +
  • Improved file system referencing system (now works like Steam does).
  • +
  • Improved Material Browser and Model Browser reference trees.
  • +
  • Fixed Half-Life 2 BSP occlusion culling.
  • +
  • Fixed File System Browser color coding.
  • +
  • Fixed file system crashing when vbsp.zip is prematurely unmounted.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 5 - NemPosted: Aug 7th, 2006 - 12:28:59 pm +
+
+
+
    +
  • Added skybox support to Half-Life BSP files.
  • +
  • Added generic model support to Model Browser.
  • +
  • Added color coding to File System Browser.
  • +
  • Improved missing texture warning messages.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 4 - NemPosted: Aug 7th, 2006 - 12:28:49 pm +
+
+
+
    +
  • Added basic Half-Life BSP support.
  • +
  • Added basic Half-Life MDL support.
  • +
  • Added dynamic configuration file support.
  • +
  • Added File System Browser watcher.
  • +
  • Added model fading.
  • +
  • Added model LOD multiplier.
  • +
  • Added initial camera positioning based on player starts.
  • +
  • Improved Object Viewer loading code.
  • +
  • Improved material system.
  • +
  • Fixed Model Browser not showing after two uses.
  • +
  • Fixed model frustum culling clipping bug (again).
  • +
  • Fixed Half-Life 2 MDL material search directories.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 3 - NemPosted: Aug 7th, 2006 - 12:28:38 pm +
+
+
+
    +
  • Added displacement map lightmapping.
  • +
  • Added displacement map occlusion culling.
  • +
  • Added lightmap toggle option.
  • +
  • Improved material system.
  • +
  • Improved lightmap tone mapping.
  • +
  • Improved lightmap resize algorithm.
  • +
  • Improved default File System Browser open operation logic.
  • +
  • Fixed model frustum culling clipping bug.
  • +
  • Fixed occlusion culling bug caused by disabling models.
  • +
  • Fixed Object Viewer recent file menu.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 2 - NemPosted: Aug 7th, 2006 - 12:27:52 pm +
+
+
+
    +
  • Added configuration saving/loading.
  • +
  • Added Open command to File System Browser.
  • +
  • Added File System Browser access to Material Browser.
  • +
  • Added File System Browser access to Model Browser.
  • +
  • Added rendering options to Model Browser.
  • +
  • Fixed Model Browser icon.
  • +
  • Fixed displacement parent faces drawing in BPSs with no visibility data.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Crafty + v1.0.0 Alpha 1 - NemPosted: Aug 7th, 2006 - 12:27:26 pm +
+
+
+
    +
  • Initial release.
  • +
+
+
+
[ Comment + ] +
+
+
+
+
+
+
Crafty
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» marketing
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/GCFScape-FAQ.html b/subpages/GCFScape-FAQ.html new file mode 100644 index 0000000..349f725 --- /dev/null +++ b/subpages/GCFScape-FAQ.html @@ -0,0 +1,590 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
GCFScape + FAQ - NemPosted: Jun 20th, 2004 - 11:37:59 am +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch GCFScape I get the following error message:
"This application has + failed to start because the application configuration is incorrect. Reinstalling the + application may fix this problem."

+
+
A.
+
+

GCFScape v1.4.0 and up is written in C++ .NET v2.0 and such as requires the .NET runtimes + to run. See the downloads + page for more information.

+
+
Q.
+
+

When I launch GCFScape I get the following error message:
"The application failed to + initialize properly (0xc0000135). Click ok to terminate the application."

+
+
A.
+
+

GCFScape is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
Q.
+
+

When I launch GCFScape I get the following error message:
"A required .DLL file, + MSCOREE.DLL, was not found."

+
+
A.
+
+

GCFScape is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
Q.
+
+

Are GCF files compressed archives?

+
+
A.
+
+

No.

+
+
Q.
+
+

What are GCF files then?

+
+
A.
+
+

GCF (Assumed to stand for Game Cache File) files can best be compared to a virtual file + system not unlike FAT or other common file systems. The virtual file system supports meta + data, file fragments, checksums and other minor features. GCF files are the backbone of + Steam's content delivery system.

+
+
Q.
+
+

Why do I have to close Steam to open a GCF file?

+
+
A.
+
+

GCFScape uses a technique called file mapping to directly access data in a GCF file as you + would data in memory. This is a useful technique because it means GCFScape doesn't have to + read tons of data into memory to read a GCF file and it can read a GCF file without having + to seek all over the place.

+

Because Steam opens GCF files in read/write mode and is liable to change the contents of + any GCF file at any time, GCFScape requires that you close Steam. If Steam was open and it + changed the contents of a GCF file while it was mapped, GCFScape would become unstable and + likely crash.

+
+
Q.
+
+

When I open a package I get the following error message:
"Failed to open file." +

+
+
A.
+
+

GCFScape requires strict read rights to a package file to maintain stability. Make sure the + package file is not open in any other program including Steam. As a work around you can + enable Volatile Access from the Options menu. Note: this may cause + GCFScape to become unstable if Steam is updating the package you have open.

+
+
Q.
+
+

When I open a GCF file I get the following error message:
"Invalid GCF version number + (vX)."

+
+
A.
+
+

GCFScape does not know how to read the GCF file version you are attempting to open. This + could be because it is an old GCF file version that I haven't yet added support for (due to + the fact that I don't know what the format is) or a new GCF file version that a recent Steam + update produced. Either way let me know.

+
+
Q.
+
+

When I open a package I get the following error message:
"Corrupt file."

+
+
A.
+
+

GCFScape will display this error when it maps a package file to memory only to find there + is not enough data in the file for the resulting map. This may or may not mean your file is + corrupt but almost certainly means GCFScape would crash it continued to load your package + file.

+
+
Q.
+
+

When I open a package I get the following error message:
"Failed to map view of + file."

+
+
A.
+
+

GCFScape will display this error when the system call MapViewOfFile() fails. This can + happen on older operating systems with primitive virtual memory management. As a work around + you can disable File Mapping from the Options menu. Note: disabling + File Mapping will incur a memory and performance penalty.

+
+
Q.
+
+

When I press the Extract button, a Browse for Folder dialog appears but there + is no directory tree to allow me to select a folder.

+
+
A.
+
+

There is an unfortunate bug with the .NET framework that causes this dialog to operate + incorrectly. This is a pretty rare occurrence, but there is a workaround:

+
    +
  1. Close GCFScape.
  2. +
  3. Open the gcfscape.cfg file, located in your GCFScape directory, in notepad.
  4. +
  5. Set the GCFScape.ExtractDirectory argument to a folder on your hard drive such as + C:\.
  6. +
  7. Open GCFScape and extract your file.
  8. +
+
+
Q.
+
+

When I extract a file I get the following error message:
"Error writing [filename] + (File contains no physical data to write)."

+
+
A.
+
+

This error occurs when you attempt to extract a file that has no physical data associated + with it. This is a file that exists in the directory tree but which Steam has not yet + downloaded. Use Steam to make sure the file is fully acquired.

+
+
Q.
+
+

How do I create a GCF file?

+
+
A.
+
+

As of yet, not enough is known about the GCF file format to programmatically create one. + There are still plenty of unknown fields that need an understanding before a GCF file can be + created. That said there is also no guarantee that creating a GCF file is all that is needed + for Steam to recognize and make use of it. Some other registration might be required and may + not be possible without hacking Steam. For these reasons I have no plans to add the ability + to create a GCF file.

+
+
Q.
+
+

How do I modify a GCF file?

+
+
A.
+
+

The purpose of the GCF file is to make it easy for Steam to update Valve's software. When a + new version of a program (say CS) is released, all Steam has to do is look in the CS GCF + file and compare versions (hashes) of each file to determine if each file needs to be added, + updated or removed. Because of this, if you were to modify a file, Steam would interpret + this as meaning that the file is out of date and redownload the correct version of the file. +

+

Steam does, however, provide an interface to add or overwrite a file. To add or overwrite a + file simply place it in the corresponding directory in the Steam\SteamApps\[EMail]\[GCF + File] directory on your hard drive. You might have to create the appropriate subdirectories. +

+
+
Q.
+
+

Will GCFScape be able to create or modify GCF files in the future?

+
+
A.
+
+

Not likely.

+
+
+ +

Ask a question...

+
+
+
Modified: Jan 17th, 2006 - 10:33:36 pm[ 83 + Comments ] +
+
+
+
+
+
+
GCFScape
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+ +

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/GCFScape-GCF_File_Format.html b/subpages/GCFScape-GCF_File_Format.html new file mode 100644 index 0000000..edee1de --- /dev/null +++ b/subpages/GCFScape-GCF_File_Format.html @@ -0,0 +1,217 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
GCF + File Format - NemPosted: Feb 1st, 2004 - 12:40:07 pm +
+
+
+

Jed of wunderboy.org and I + have contributed on a GCF file format specification complete with source code snippets from GCFScape. + You can check it out here. + You can also find an open source implementation of the GCF file format in the HLLib package library + found here. +

+
+
+
Modified: Sep 11th, 2005 - 11:18:22 am[ 5 + Comments ] +
+
+
+
+
+
+
GCFScape
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» seeratpc
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/GCFScape-Revision_History.html b/subpages/GCFScape-Revision_History.html new file mode 100644 index 0000000..e1c1b33 --- /dev/null +++ b/subpages/GCFScape-Revision_History.html @@ -0,0 +1,1247 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
GCFScape + v1.8.6 - NemPosted: Jan 22nd, 2017 - 7:27:47 pm +
+
+
+
    +
  • GCFScape - Modified VPK file support to handle the removal of a null terminator from the + end of the directory.
  • +
  • GCFScape - Upgraded to HLLib v2.4.6.
  • +
+
+
+
[ 10 + Comments ] +
+
+

+
+
+
GCFScape + v1.8.5 - NemPosted: Oct 18th, 2013 - 3:37:27 am +
+
+
+
    +
  • GCFScape - Added support for new SGA file format (v6).
  • +
  • GCFScape - Added support for new SGA file format (v7).
  • +
  • GCFScape - Upgraded to HLLib v2.4.5.
  • +
+
+
+
[ 25 + Comments ] +
+
+

+
+
+
GCFScape + v1.8.4 - NemPosted: Jan 28th, 2013 - 4:47:14 am +
+
+
+
    +
  • GCFScape - Fixed support for VPK file format (v1).
  • +
  • GCFScape - Upgraded to HLLib v2.4.4.
  • +
+
+
+
[ 4 + Comments ] +
+
+

+
+
+
GCFScape + v1.8.3 - NemPosted: Sep 18th, 2012 - 11:59:31 pm +
+
+
+
    +
  • GCFScape - Added support for new VPK file format (v2).
  • +
  • GCFScape - Added SGA file support.
  • +
  • GCFScape - Added ZIP deflate support.
  • +
  • GCFScape - Fixed crash when opening VBSP files with no pak file lump.
  • +
  • GCFScape - Upgraded to HLLib v2.4.3.
  • +
+
+
+
[ 7 + Comments ] +
+
+

+
+
+
GCFScape + v1.8.2 - NemPosted: Nov 2nd, 2010 - 1:25:27 am +
+
+
+
    +
  • GCFScape - Added support for GCF files larger than 4 GB.
  • +
  • GCFScape - Upgraded to HLLib v2.4.0.
  • +
+
+
+
[ 10 + Comments ] +
+
+

+
+
+
GCFScape + v1.8.1 - NemPosted: Aug 8th, 2010 - 3:38:14 pm +
+
+
+
    +
  • GCFScape - Added Batch Validation tool.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
GCFScape + v1.8.0 - NemPosted: Apr 18th, 2010 - 1:53:30 pm +
+
+
+
    +
  • GCFScape - Added support for x64.
  • +
  • GCFScape - Upgraded to HLLib v2.3.0.
  • +
  • GCFScape - Fixed crash on shutdown.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
GCFScape + v1.7.5 - NemPosted: Dec 12th, 2009 - 4:11:55 pm +
+
+
+
    +
  • GCFScape - Added support for packages larger than 4 GB.
  • +
  • GCFScape - Added Open Containing Folder to context menu.
  • +
  • GCFScape - Upgraded to HLLib v2.2.0.
  • +
  • GCFScape - Fixed formatting of "Items" in the Properties form.
  • +
+
+
+
[ 8 + Comments ] +
+
+

+
+
+
GCFScape + v1.7.4 - NemPosted: Nov 22nd, 2009 - 7:30:09 pm +
+
+
+
    +
  • GCFScape - Upgraded to HLLib v2.1.2.
  • +
+
+
+
[ 6 + Comments ] +
+
+

+
+
+
GCFScape + v1.7.3 - NemPosted: Jun 27th, 2009 - 8:17:40 pm +
+
+
+
    +
  • GCFScape - Upgraded to HLLib v2.1.1.
  • +
+
+
+
[ 6 + Comments ] +
+
+

+
+
+
GCFScape + v1.7.2 - NemPosted: Apr 19th, 2009 - 2:43:54 pm +
+
+
+
    +
  • GCFScape - Fixed a crash sorting columns when opening a file of a different type than a + previously opened file.
  • +
+
+
+
[ 4 + Comments ] +
+
+

+
+
+
GCFScape + v1.7.1 - NemPosted: Nov 23rd, 2008 - 7:44:31 pm +
+
+
+
    +
  • GCFScape - Upgraded to HLLib v2.1.0.
  • +
  • GCFScape - Added VPK file support.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
GCFScape + v1.7.0 - NemPosted: Aug 23rd, 2008 - 4:28:42 am +
+
+
+
    +
  • GCFScape - Upgraded to HLLib v2.0.11.
  • +
  • GCFScape - Fixed support for files over 2 GB.
  • +
+
+
+
[ 4 + Comments ] +
+
+

+
+
+
GCFScape + v1.6.9 - NemPosted: Jul 28th, 2008 - 10:46:17 pm +
+
+
+
    +
  • GCFScape - Added Fragmentation Report tool.
  • +
  • GCFScape - Added Batch Defragment tool.
  • +
  • GCFScape - Added regular expression matching.
  • +
  • GCFScape - Added Disable Warnings option.
  • +
  • GCFScape - Fixed wildcard matching.
  • +
  • GCFScape - Splitters now remember their locations.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
GCFScape + v1.6.8 - NemPosted: Jun 18th, 2008 - 5:47:13 pm +
+
+
+
    +
  • GCFScape - Upgraded to HLLib v2.0.10.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
GCFScape + v1.6.7 - NemPosted: Apr 2nd, 2008 - 7:02:07 pm +
+
+
+
    +
  • GCFScape - Added program selection for unassociated file types.
  • +
  • GCFScape - Upgraded to HLLib v2.0.9.
  • +
+
+
+
[ 4 + Comments ] +
+
+

+
+
+
GCFScape + v1.6.6 - NemPosted: Sep 28th, 2007 - 12:23:51 am +
+
+
+
    +
  • GCFScape - Upgraded to HLLib v2.0.8.
  • +
+
+
+
[ 5 + Comments ] +
+
+

+
+
+
GCFScape + v1.6.5 - NemPosted: Sep 18th, 2007 - 12:22:55 am +
+
+
+
    +
  • GCFScape - Added NCF path auto setting and clearing.
  • +
  • GCFScape - Added file type icon to properties dialog.
  • +
  • GCFScape - Added close to File menu.
  • +
  • GCFScape - Added clear history to Recent Files menu.
  • +
  • GCFScape - Added validate to Tools menu.
  • +
  • GCFScape - Added error message for failed associations/disassociations.
  • +
  • GCFScape - Improved performance.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
GCFScape + v1.6.4 - NemPosted: Jun 15th, 2007 - 8:02:29 pm +
+
+
+
    +
  • GCFScape - Added additional search features.
  • +
  • GCFScape - Added the ability to associate GCFScape with various formats.
  • +
  • GCFScape - Upgraded to HLLib v2.0.7.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
GCFScape + v1.6.3 - NemPosted: Jan 9th, 2007 - 9:32:50 pm +
+
+
+
    +
  • GCFScape - Added configurable columns for custom properties.
  • +
  • GCFScape - Upgraded to HLLib v2.0.6.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
GCFScape + v1.6.2 - NemPosted: Nov 26th, 2006 - 1:53:37 pm +
+
+
+
    +
  • GCFScape - Fixed bug in GCF file defragmentation progress.
  • +
  • GCFScape - Upgraded to HLLib v2.0.4.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
GCFScape + v1.6.1 - NemPosted: Nov 12th, 2006 - 1:13:06 pm +
+
+
+
    +
  • GCFScape - Added NCF file support.
  • +
  • GCFScape - Upgraded to HLLib v2.0.3.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
GCFScape + v1.6.0 - NemPosted: Nov 10th, 2006 - 4:42:19 pm +
+
+
+
    +
  • GCFScape - Added the ability to defragment GCF files.
  • +
  • GCFScape - Added check for missing recent files.
  • +
  • GCFScape - Fixed initial menu item state bug.
  • +
  • GCFScape - Fixed potential threading synchronization bug.
  • +
  • GCFScape - Upgraded to HLLib v2.0.2.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
GCFScape + v1.5.1 - NemPosted: Sep 5th, 2006 - 5:06:36 pm +
+
+
+
    +
  • GCFScape - Added the ability to pause extraction and validation.
  • +
  • GCFScape - Improved drag & drop functionality.
  • +
  • GCFScape - Upgraded to HLLib v2.0.1.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
GCFScape + v1.5.0 - NemPosted: Aug 27th, 2006 - 7:30:42 am +
+
+
+
    +
  • GCFScape - Added the ability to validate packages.
  • +
  • GCFScape - Improved accessibility to package and item attributes.
  • +
  • GCFScape - Improved progress dialog.
  • +
  • GCFScape - Improved default setting selection.
  • +
  • GCFScape - Upgraded to HLLib v2.0.0.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
GCFScape + v1.4.1 - NemPosted: Mar 9th, 2006 - 3:25:38 pm +
+
+
+
    +
  • GCFScape - Upgraded to HLLib v1.1.8.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
GCFScape + v1.4.0 - NemPosted: Jan 17th, 2006 - 8:30:52 pm +
+
+
+
    +
  • GCFScape - Upgraded to .NET v2.0.
  • +
  • GCFScape - Upgraded to HLLib v1.1.7.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
GCFScape + v1.3.1 - NemPosted: Nov 15th, 2005 - 1:26:34 am +
+
+
+
    +
  • GCFScape - Improved extraction progress form.
  • +
  • GCFScape - Fixed properties form refresh bug.
  • +
+
+
+
[ 5 + Comments ] +
+
+

+
+
+
GCFScape + v1.3.0 - NemPosted: Sep 15th, 2005 - 1:13:33 am +
+
+
+
    +
  • GCFScape - Added Completion attribute to properties form.
  • +
  • GCFScape - Upgraded to HLLib v1.1.6.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
GCFScape + v1.2.9 - NemPosted: Mar 15th, 2005 - 5:59:27 pm +
+
+
+
    +
  • GCFScape - Added support for shell icons and descriptions.
  • +
  • GCFScape - Improved .wad file support.
  • +
  • GCFScape - Various optimizations.
  • +
  • GCFScape - Upgraded to HLLib v1.1.5.
  • +
+
+
+
[ 7 + Comments ] +
+
+

+
+
+
GCFScape + v1.2.8 - NemPosted: Mar 3rd, 2005 - 10:48:53 pm +
+
+
+
    +
  • GCFScape - Added support for wildcards in search strings.
  • +
  • GCFScape - Added support for Windows temporary folders.
  • +
  • GCFScape - Improved detection of corrupt packages.
  • +
  • GCFScape - Upgraded to HLLib v1.1.4.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
GCFScape + v1.2.7 - NemPosted: Feb 26th, 2005 - 3:10:54 pm +
+
+
+
    +
  • GCFScape - Added multiple file selection.
  • +
  • GCFScape - Improved drag & drop functionality.
  • +
+
+
+
[ 4 + Comments ] +
+
+

+
+
+
GCFScape + v1.2.6 - NemPosted: Feb 5th, 2005 - 2:30:54 pm +
+
+
+
    +
  • GCFScape - Added volatile access mode.
  • +
  • GCFScape - Files of size 0 B are now treated as valid files.
  • +
  • GCFScape - Upgraded to HLLib v1.1.3.
  • +
  • GCFScape - Updated Nem's Tools link.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
GCFScape + v1.2.5 - NemPosted: Nov 30th, 2004 - 7:42:23 pm +
+
+
+
    +
  • GCFScape - Added Verbose console output mode. (Slows down extracting.)
  • +
  • GCFScape - Added disable file mapping option.
  • +
  • GCFScape - Incomplete files are now grayed.
  • +
  • GCFScape - HLLib improvements.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
GCFScape + v1.2.4 - NemPosted: Nov 11th, 2004 - 11:32:25 pm +
+
+
+
    +
  • GCFScape - Added tool bar.
  • +
  • GCFScape - Added address bar.
  • +
  • GCFScape - Added back, forward and up buttons.
  • +
  • GCFScape - Added support for back and forward mouse buttons.
  • +
  • GCFScape - Encrypted files are now grayed.
  • +
  • GCFScape - Other GUI improvements.
  • +
+
+
+
[ 5 + Comments ] +
+
+

+
+
+
GCFScape + v1.2.3 - NemPosted: Sep 30th, 2004 - 6:47:22 pm +
+
+
+
    +
  • GCFScape - HLLib fixes.
  • +
+
+
+
[ 5 + Comments ] +
+
+

+
+
+
GCFScape + v1.2.2 - NemPosted: Sep 17th, 2004 - 11:45:15 am +
+
+
+
    +
  • GCFScape - Workaround for .NET FolderBrowserDialog bug.
  • +
  • GCFScape - Forced garbage collection.
  • +
  • GCFScape - HLLib fixes.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
GCFScape + v1.2.1 - NemPosted: Sep 8th, 2004 - 6:15:36 pm +
+
+
+
    +
  • GCFScape - Added support for BSP packages.
  • +
  • GCFScape - Double clicking a file shell executes it.
  • +
  • GCFScape - Added ability to look up extensions in registry.
  • +
  • GCFScape - Fixed HLLib initialization bug.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
GCFScape + v1.2.0 - NemPosted: Sep 5th, 2004 - 8:48:49 am +
+
+
+
    +
  • GCFScape - Reprogrammed to use HLLib.
  • +
  • GCFScape - Added support for PAK and WAD packages.
  • +
  • GCFScape - Column headers can sort listbox items.
  • +
+
+
+
[ 7 + Comments ] +
+
+

+
+
+
GCFScape + v1.1.6 - NemPosted: Sep 3rd, 2004 - 7:37:45 pm +
+
+
+
    +
  • GCFScape - Altered file mapping algorithm to map small blocks instead of one large one. +
  • +
  • GCFScape - Added checks for invalid Windows directory names.
  • +
+
+
+
[ 8 + Comments ] +
+
+

+
+
+
GCFScape + v1.1.5 - NemPosted: Jul 26th, 2004 - 3:34:11 pm +
+
+
+
    +
  • GCFScape - Removed Beta status.
  • +
  • GCFScape - Added property form.
  • +
  • GCFScape - Removed 'Local Copy' column.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
GCFScape + v1.1.4 - NemPosted: Jul 8th, 2004 - 10:44:34 pm +
+
+
+
    +
  • GCFScape - Added support for version 3 GCF files.
  • +
  • GCFScape - Added new panel in status bar which displays the GCF version number.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
GCFScape + v1.1.3 - NemPosted: Jun 30th, 2004 - 10:39:59 am +
+
+
+
    +
  • GCFScape - Figured out GCF versioning and added support for versions 5 and 6.
  • +
  • GCFScape - Improved error handling.
  • +
+
+
+
[ 6 + Comments ] +
+
+

+
+
+
GCFScape + v1.1.2 - NemPosted: Jun 22nd, 2004 - 11:01:58 am +
+
+
+
    +
  • GCFScape - Modified the program to allow it to work with a Steam update (June 21, 2004). +
  • +
+
+
+
[ 4 + Comments ] +
+
+

+
+
+
GCFScape + v1.1.1 - NemPosted: Jun 17th, 2004 - 3:01:08 pm +
+
+
+
    +
  • GCFScape - Modified the program to allow it to work with a Steam update (June 16, 2004). +
  • +
  • GCFScape - Added 'Local Copy' column. If true a local copy of the file should exist on your + hard drive.
  • +
  • GCFScape - Added 'Go To Directory' button. This will allow users to find the directory a + search result is located in.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
GCFScape + v1.1.0 - NemPosted: Mar 10th, 2004 - 1:49:57 pm +
+
+
+
    +
  • GCFScape - Added the ability to search for files within a GCF file.
  • +
  • GCFScape - Added extraction progress bar and abort button.
  • +
  • GCFScape - Added the ability to select and extract multiple items in the list box.
  • +
  • GCFScape - Extracting several items no longer visually locks up GCFScape.
  • +
  • GCFScape - GCFScape now remembers its position, window state and last extraction directory. +
  • +
  • GCFScape - Fixed bug which cased crash when shell executing a file without a default + application.
  • +
+
+
+
[ 7 + Comments ] +
+
+
+
+
+
+
GCFScape
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
Store Password
+
+
+
+
+ +
+
+
New Users
+ +
+ +
+
+
+
+
+
Newest Member
+
» seeratpc
+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/MAP_Viewer-Requirements.html b/subpages/MAP_Viewer-Requirements.html new file mode 100644 index 0000000..5587db6 --- /dev/null +++ b/subpages/MAP_Viewer-Requirements.html @@ -0,0 +1,232 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
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+
+ +
+
+
+
+
+
+
+
MAP + Viewer Requirements - NemPosted: Aug 6th, 2003 - 9:50:53 pm +
+
+
System Requirements: +
    +
  • .NET + Framework
  • +
  • 133 MHz Pentium Class CPU or equivalent.
  • +
  • 48 MB RAM
  • +
  • 3D Video Adaptor
  • +
  • Supported Operating Systems: +
      +
    • Microsoft Windows» Server 2003
    • +
    • Windows XP Professional
    • +
    • Windows XP Home Edition
    • +
    • Windows 2000
    • +
    • Windows Millennium Edition
    • +
    • Windows 98
    • +
    • Microsoft Windows NT» 4.0 Service Pack 6a
    • +
    +
  • +
+ + System Recommendations: +
    +
  • 450 MHz Pentium II Class CPU or equivalent.
  • +
  • 96 MB RAM
  • +
  • 3D Video Adaptor with latest drivers (GeForce, ATI, Matrox etc.)
  • +
+
+
+
[ 4 + Comments ] +
+
+
+
+
+
+
MAP Viewer
+ +

+
+
Login
+
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+
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+
+

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+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/MAP_Viewer-Revision History.html b/subpages/MAP_Viewer-Revision History.html new file mode 100644 index 0000000..e885597 --- /dev/null +++ b/subpages/MAP_Viewer-Revision History.html @@ -0,0 +1,211 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
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+
+ +
+
+
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+
+
+
+
MAP + Viewer v1.0.1 - NemPosted: Sep 2nd, 2003 - 8:02:59 pm +
+
+
+
    +
  • MV - Texture property viewing.
  • +
  • MV - Better console updating.
  • +
  • MV - Load bug fixed on computers using different decimal notation conventions.
  • +
+
+
+
[ 3 + Comments ] +
+
+
+
+
+
+
MAP Viewer
+ +

+
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+ +
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+
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+
+

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+ +
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+ + + +
+
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+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Miscellaneous-HLLib.html b/subpages/Miscellaneous-HLLib.html new file mode 100644 index 0000000..3c27f32 --- /dev/null +++ b/subpages/Miscellaneous-HLLib.html @@ -0,0 +1,626 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
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+ +
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+
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+
+
+
HLLib + - NemPosted: May 23rd, 2005 - 6:32:20 pm +
+
+
About: + +

HLLib is a package library for Half-Life that abstracts several package formats and provides a simple + interface for all of them. HLLib is written in native C++ but exposes both a C and C++ interface which + can be used in any C or C++ application (additional languages may also use the library with standard C + imports). HLLib works natively in both Windows (x86 and x64) and Linux. BSP, GCF, NCF, PAK, VPK, WAD, + XZP and uncompressed ZIP package formats are supported.

+ +

HLLib is an open source library licensed under the LGPL. It comes with the source code and binaries + necessary to use it. An example application called HLExtract, which is licensed under the GPL, is also + included. HLExtract is a command line utility written in C that can load all HLLib supported packages + and extract multiple items from them while maintaining their directory structure. Also included is a + C# HLExtract port called HLExtract.Net.

+ + Download: + + + + GridMount: + +

A MacFUSE + file system handler called GridMount + is available for those looking to run HLLib on a Mac.

+ + Java Wrapper: + +

A Java wrapper is available for those looking to use HLLib in Java. It can be found on SourceForge. +

+ + Revision History: + +

+ + v2.4.6 +
    +
  • Modified VPF file support to handle the removal of a null terminator from the end of the + directory.
  • +
+ + v2.4.5 +
    +
  • Added support for new SGA file format (v6).
  • +
  • Added support for new SGA file format (v7).
  • +
+ + v2.4.4 +
    +
  • Fixed support for VPK file format (v1).
  • +
+ + v2.4.3 + +
    +
  • Added support for new VPK file format (v2). +
  • +
  • Added SGA file support. +
  • +
  • Added ZIP deflate support. +
  • +
+ + v2.4.2 + +
    +
  • Fixed crash when opening VBSP files with no pak file lump. +
  • +
+ + + v2.4.1 + +
    +
  • Fixed crash in CProcStream. +
  • +
  • Fixed VPK signature check. +
  • +
  • Workaround for crash in .Net wrapper. +
  • +
+ + v2.4.0 + +
    +
  • Added support for GCF files larger than 4 GB. +
  • +
+ + v2.3.0 + +
    +
  • Added support for x64. +
  • +
  • Added Visual Studio 2010 solution. +
  • +
  • Added Visual Studio 2008 solution.. +
  • +
  • Removed Visual Studio 2003 solution. +
  • +
+ + v2.2.0 + +
    +
  • Added support for packages larger than 4 GB. +
  • +
+ + v2.1.2 + +
    +
  • Added support for new VBSP file format. +
  • +
+ + v2.1.1 + +
    +
  • Added support for new VPK file format. +
  • +
  • Added VPK file validation. +
  • +
  • Fixed crash when closing VPK files. +
  • +
+ + v2.1.0 + +
    +
  • Added VPK file support. +
  • +
+ + v2.0.11 + +
    +
  • Added VBSP .lmp support. +
  • +
  • Fixed support for files over 2 GB. +
  • +
+ + v2.0.10 + +
    +
  • Added Last Version Played attribute to NCF file. +
  • +
  • Fixed change to directory entry folder terminator. +
  • +
+ + v2.0.9 + +
    +
  • Added Last Version Played attribute to GCF file. +
  • +
+ + v2.0.8 + +
    +
  • Improved GCF version check. +
  • +
  • Fixed fragmentation header checksum after defragment. +
  • +
+ + v2.0.7 + +
    +
  • Added different search string comparisons. +
  • +
  • Added Visual Studio 2005 solution. +
  • +
  • Improved package type tests. +
  • +
+ + v2.0.6 + +
    +
  • Added generic write support to mapping interface. +
  • +
  • Added no recurse option to FindFirst()/FindNext(). +
  • +
  • Improved package item attribute consistency. +
  • +
  • Fixed GCC visibility support. +
  • +
  • Fixed unnecessary GCF bounds check. +
  • +
  • Fixed BSP unused lump check.
  • +
+ + v2.0.5 + +
    +
  • Added Linux support. +
  • +
  • Fixed near infinite find next recursion. +
  • +
+ + v2.0.4 + +
    +
  • Fixed bug in GCF file defragmentation progress. +
  • +
+ + v2.0.3 + +
    +
  • Added NCF file support. +
  • +
+ + v2.0.2 + +
    +
  • Added GCF file defragmentation. +
  • +
  • Added fragmentation property to GCF files. +
  • +
  • Added Dark Messiah VBSP support. +
  • +
  • Fixed hlPackageCreateStream() bug. +
  • +
  • Fixed CMapping::GetTotalMemoryUsed() calculation. +
  • +
  • Fixed PAK file path parsing. +
  • +
  • Improved error messages. +
  • +
  • Improved file mapping performance. +
  • +
+ + v2.0.1 + +
    +
  • Added memory tracking. +
  • +
  • Improved view management. +
  • +
  • Fixed memory mapping bug. +
  • +
  • Fixed user data bug in proc reader. +
  • +
  • Fixed WAD file GetImageData() bug. +
  • +
  • Fixed default mapping stream view size. +
  • +
  • Fixed a minor memory leak. +
  • +
+ + v2.0.0 + +
    +
  • Rewrote entire library.
  • +
  • Open packages from anywhere (files, memory, abstract streams).
  • +
  • Get package and item attributes.
  • +
  • Stream package data.
  • +
  • Validate package data.
  • +
  • Added a C wrapper.
  • +
  • Improved and optimized package loading code.
  • +
  • Improved package detection.
  • +
+ + v1.1.8 + +
    +
  • Added XZP file support.
  • +
+ + v1.1.7 + +
    +
  • Added Source engine BSP support.
  • +
+ + v1.1.6 + +
    +
  • Added mipmap level option to CWADFile.
  • +
+ + v1.1.5 + +
    +
  • Improved WAD file support.
  • +
+ + v1.1.4 + +
    +
  • Improved detection of corrupt packages.
  • +
+ + v1.1.3 + +
    +
  • Extended CGCFFile.
  • +
  • Extended CFileMapping and CPrimitiveFileMapping to allow for volatile access.
  • +
  • Fixed CPackageUtility::Extract() bug caused by illegal characters.
  • +
  • Files of size 0 B are now treated as valid files.
  • +
+ + v1.1.2 + +
    +
  • Extended CPackage.
  • +
  • Extended CMappedPackage.
  • +
  • Improved error messages for system calls.
  • +
+ + v1.1.1 + +
    +
  • Fixed last error not being set in CMappedPackage::Open().
  • +
+ + v1.1.0 + +
    +
  • Rewrote mapping code to be more flexible.
  • +
  • Packages located on disk or in memory can now be loaded.
  • +
  • Optimized file mapping.
  • +
  • Fixed CPackage::Root bug.
  • +
  • Fixed CGCFFile::GetFileSizeOnDisk() bug.
  • +
+ + v1.0.4 + +
    +
  • Fixed CPackage memory leak.
  • +
  • Fixed CMappedPackage initialization bug.
  • +
  • Fixed CMappedPackage deinitialization bug.
  • +
  • Changed CDirectoryItem::Parent to a CDirectoryFolder.
  • +
  • Extended CWADFile.
  • +
  • Added CBSPFile which acts like CWADFile on a BSP's textures.
  • +
+ + v1.0.3 + +
    +
  • Extended CWADFile.
  • +
  • Changed GetFileSizeEx() to GetFileSize() (Not all versions of Windows supported the former).
  • +
+ + v1.0.2 + +
    +
  • Extended CPackage.
  • +
  • Extended CGCFFile.
  • +
  • Converted from bool to BOOL.
  • +
  • HLLib now used by GCFScape.
  • +
+ + v1.0.1 + +
    +
  • Added callback functionality to CPackageUtility::Extract().
  • +
  • Extended CGCFFile.
  • +
  • Minor bug fixes.
  • +
+ + v1.0.0 + +
    +
  • Original build.
  • +
+
+
+
Modified: Jan 22nd, 2017 - 6:09:30 pm[ 40 + Comments ] +
+
+

+
+
+
libhl + - NemPosted: May 23rd, 2005 - 6:30:02 pm +
+
+
About: + +

SavannahLion of HLPD has ported my HLLib library to Linux. The port has been dubbed libhl and + contains a HLExtract clone Slatch.

+ + Download: + + +
+
+
Modified: Jun 17th, 2006 - 4:30:24 pm[ 14 + Comments ] +
+
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-FAQ.html b/subpages/Terrain_Generator-FAQ.html new file mode 100644 index 0000000..a337621 --- /dev/null +++ b/subpages/Terrain_Generator-FAQ.html @@ -0,0 +1,340 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Terrain + Generator FAQ - NemPosted: May 26th, 2003 - 11:34:58 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch Terrain Generator I get the following error message:
"The application + failed to initialize properly (0xc0000135). Click ok to terminate the application." +

+
+
A.
+
+

Terrain Generator is written in C# .NET and such as requires the .NET runtimes to run. See + the downloads + page for more information.

+
 
+
Q.
+
+

When I launch Terrain Generator I get the following error message:
"A required .DLL + file, MSCOREE.DLL, was not found."

+
+
A.
+
+

Terrain Generator is written in C++ .NET and such as requires the .NET runtimes to run. See + the downloads + page for more information.

+
 
+
Q.
+
+

Can I use Terrain Generator in a commercial project?

+
+
A.
+
+

Terrain Generator is freeware and any content created by it is the sole property of the + creator. As such any content created by TG may be distributed for both commercial and + non-commercial purposes at the creators will. The only restriction as stated (I hope) in + TG's readme is that the software itself my not be redistributed commercially or used to + promote the distribution of a commercial product. (i.e. You can package it on a CD and then + sell that CD.)

+
 
+
Q.
+
+

How do I load textures into TG?

+
+
A.
+
+

+ + From the Tools menu select Options and navigate to the Packages tab. + The Add Package button can be used to load Half-Life WAD3 texture packages and the + Add Folder can be used to load .bmp, .jpg, .tga and .wal textures from a folder on + your hard drive. You must first start a terrain before you can access the tools menu.

+
 
+
Q.
+
+

How can I move the camera in the 3D view?

+
+
A.
+
+

To rotate the camera press and hold your right mouse button in the 3D view and move it + around. To position the camera use your arrow or WASD keys.

+
+
+ +

Ask a question...

+
+
+
Modified: Oct 12th, 2003 - 4:32:02 pm[ 113 + Comments ] +
+
+
+
+
+
+
Terrain Generator
+ +

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+ +

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+ +
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+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Requirements.html b/subpages/Terrain_Generator-Requirements.html new file mode 100644 index 0000000..dd82fed --- /dev/null +++ b/subpages/Terrain_Generator-Requirements.html @@ -0,0 +1,236 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Terrain + Generator Requirments - NemPosted: May 26th, 2003 - 11:33:41 pm +
+
+
System Requirements: +
    +
  • .NET + Framework
  • +
  • 133 MHz Pentium Class CPU or equivalent.
  • +
  • 48 MB RAM
  • +
  • 3D Video Adaptor
  • +
  • Supported Operating Systems: +
      +
    • Microsoft Windows» Server 2003
    • +
    • Windows XP Professional
    • +
    • Windows XP Home Edition
    • +
    • Windows 2000
    • +
    • Windows Millennium Edition
    • +
    • Windows 98
    • +
    • Microsoft Windows NT» 4.0 Service Pack 6a
    • +
    +
  • +
+ + System Recommendations: +
    +
  • 450 MHz Pentium II Class CPU or equivalent.
  • +
  • 96 MB RAM
  • +
  • 3D Video Adaptor with latest drivers (GeForce, ATI, Matrox etc.)
  • +
+
+
+
Modified: Aug 5th, 2003 - 10:57:34 am[ 3 + Comments ] +
+
+
+
+
+
+
Terrain Generator
+ +

+
+
Login
+
+
+
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+
+
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Password:
+
+
+
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+
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+
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+ +
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+
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+
+

+
+
Elite Spammers
+ +
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+ + + +
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+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Revision_History.html b/subpages/Terrain_Generator-Revision_History.html new file mode 100644 index 0000000..dc85296 --- /dev/null +++ b/subpages/Terrain_Generator-Revision_History.html @@ -0,0 +1,653 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Terrain + Generator v3.0.5 - NemPosted: Feb 15th, 2007 - 4:16:54 pm +
+
+
+
    +
  • TG - Added support for OBJ and SMF exportation.
  • +
+
+
+
[ 4 + Comments ] +
+
+

+
+
+
Terrain + Generator v3.0.4 - NemPosted: Feb 5th, 2005 - 3:33:44 pm +
+
+
+
    +
  • TG - Updated Nem's Tools links.
  • +
+
+
+
[ 5 + Comments ] +
+
+

+
+
+
Terrain + Generator v3.0.3 - NemPosted: Feb 5th, 2005 - 3:33:12 pm +
+
+
+
    +
  • TG - Added new locking tool.
  • +
  • TG - Added VMF grouping option.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Terrain + Generator v3.0.2 - NemPosted: Feb 5th, 2005 - 3:32:36 pm +
+
+
+
    +
  • TG - Added VMF terrain simplification option.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
Terrain + Generator v3.0.1 - NemPosted: Feb 5th, 2005 - 3:32:04 pm +
+
+
+
    +
  • TG - Added support for VMF exportation.
  • +
  • TG - Added ability to shell execute files.
  • +
  • TG - Fixed camera.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Terrain + Generator v3.0.0 - NemPosted: Feb 5th, 2005 - 3:31:03 pm +
+
+
+
    +
  • TG - Rewrote application in C#.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
Terrain + Generator v2.2.0 - NemPosted: May 26th, 2003 - 5:19:48 pm +
+
+
+
    +
  • TG-Generation - New Fault fractal algorithm added.
  • +
  • TG-Generation - New Circle fractal algorithm added.
  • +
  • TG-Generation - New Particle fractal algorithm added.
  • +
  • TG-Generation - Diamond-Square fractal algorithm updated.
  • +
  • TG-Generation - New Normalization option added.
  • +
  • TG-Generation - New Flatten Zero Area factorial based smoothing option added.
  • +
  • TG-Tools - New in-editor Scaling pass added.
  • +
  • TG-Tools - New smooth tool option of jumping to the average height value.
  • +
  • TG-Tools - 'Subscript Out Of Range' error in Noise tool fixed.
  • +
  • TG-Misc - Q and E keys can be used to rotate camera left and right.
  • +
  • TG-Misc - Home and End keys can be used to rotate camera up and down.
  • +
  • NOTE - The terrain must be square and its length a factor of two for the Diamond-Square + algorithm to work.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
Terrain + Generator v2.1.0 - NemPosted: May 26th, 2003 - 5:17:24 pm +
+
+
+
    +
  • TG-Tools - New Mountain/Valley tool added. (Quite dissimilar to the Raise/Lower tool.)
  • +
  • TG-Tools - New Noise tool added.
  • +
  • TG-Tools - Random Noise Pass button added.
  • +
  • TG-Tools - Option to ignore locked points without having to remove them.
  • +
  • TG-Tools - Option to highlight all directly effected squares on all tools (Except the + Mountain/Valley tool).
  • +
  • TG-Tools - Smooth And Raise/Lower tools accelerate vertex movement on vertecies that are + way off the average.
  • +
  • TG-Tools - Touch Up Keys (Page Up and page Down) lock selected triangle when in use, they + also override mouse movement.
  • +
  • TG-Tools - Option to show coordinates of locked points in 3D window.
  • +
  • TG-Misc - New tool icons.
  • +
  • TG-Misc - Highlight option not being remembered fixed.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Terrain + Generator v2.0.0 - NemPosted: May 26th, 2003 - 5:15:27 pm +
+
+
+
    +
  • TG-General - Total rewrite with tones of optimizations.
  • +
  • TG-General - New faster coordinate system.
  • +
  • TG-General - .TGM file type revised to binary format for large loading and saving speed + increases.
  • +
  • TG-General - Collision improved.
  • +
  • TG-Tools - All tools heavily optimized.
  • +
  • TG-Tools - Raise Lower tool now has 'smart' code to help keep the terrain smooth during + alterations.
  • +
  • TG-Tools - Smooth Tool now slowly smoothes terrain in accordance with radial or linear + based threshold code.
  • +
  • TG-Tools - In editor Smoothing Pass almost instantaneous.
  • +
  • TG-Tools - 'Touch Up' tool added for single vertex manipulation. PageUp and PageDown keys + can also be used with it.
  • +
  • TG-Tools - 'Touch Up' tool can also be used to lock vertices from moving. Simply Press 'L' + when the desired vertex is selected to lock it.
  • +
  • TG-Tools - Locked vertices are saved.
  • +
  • TG-Tools - New flatten radiuses added.
  • +
  • TG-Tools - Smart move configuration options.
  • +
  • TG-Tools - Three level undo.
  • +
  • TG-Tools - Tool info box added.
  • +
  • TG-Export - Terrain can be exported as any style. And changed any time.
  • +
  • TG-Export - New 'Best Fit' exportation style that faces the hypotenuse of the triangles + with that of the contours of the terrain. Where possible squares are exported too.
  • +
  • TG-Export - Export terrain as ground or cave.
  • +
  • TG-Export - Export .BMP height maps of terrain.
  • +
  • TG-Rendering - New solid and wireframe mixture rendermode.
  • +
  • TG-Generation - All new map generation options heavily optimized.
  • +
  • TG-Generation - You can specify the dimensions of the terrain in triangles now.
  • +
  • TG-Generation - Three new smoothing modes added (Linear, Radial With Oversampling, Linear + With Oversampling).
  • +
  • TG-Generation - Fractal 'Random Seeding Only' option added.
  • +
  • TG-Generation - New fractal Diamond Algorithm for creating realistic hilly terrain.
  • +
  • TG-Generation - Many new options for the Diamond Algorithm.
  • +
  • TG-Generation - Invert Colors option added to height map generation.
  • +
  • TG-Misc - Make use of the new True Vision 5.7.1 engine for faster fps and more + compatibility.
  • +
  • TG-Misc - Recent TGM menu increased to 8.
  • +
  • TG-Misc - Memory leak fixed.
  • +
  • TG-Misc - A million little things I know I've forgot.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Terrain + Generator v1.3.1 - NemPosted: May 26th, 2003 - 5:08:26 pm +
+
+
+
    +
  • TG - Radial smoothing pass button added for in editor smoothing passes, has a progress bar + and uses the same threshold as the smooth tool.
  • +
  • TG - Smooth button's large radius radial smoothing code actually is a large radius.
  • +
  • TG - Progress bar for saving, opening, and exporting terrain.
  • +
  • TG - Camera configuration form.
  • +
  • TG - Program remembers its rendermode (Solid, Wireframe or Points.)
  • +
  • TG - Max number of new map Radial Smoothing Passes increased to 45.
  • +
  • TG - Program crashing when the triangle length is set to "" fixed.
  • +
  • TG - Program not accepting odd numbers for the number of X and Y blocks fixed. It'll accept + any values greater then 4.
  • +
  • TG - Small memory usage optimizations.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Terrain + Generator v1.3.0 - NemPosted: May 26th, 2003 - 5:06:57 pm +
+
+
+
    +
  • TG - Height map generation option. Supports .bmp, .jpg, and .gif files. Height multiplier + option.
  • +
  • TG - Radial Smoothing Option in New map form with options of threshold and passes.
  • +
  • TG - Smooth button has a Radial Smoothing option in its configuration menu. Works the same + as the Radial smoothing in the new map form.
  • +
  • TG - Raise / Lower button also has a Radial Smoothing option in its configuration menu. +
  • +
  • TG - New map form modified to use tabs because it was getting pretty big.
  • +
  • TG - New Map form progress bar shows all stages and tells you what one its on.
  • +
  • TG - Mouse inverse movement option.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Terrain + Generator v1.2.0 - NemPosted: May 26th, 2003 - 5:05:37 pm +
+
+
+
    +
  • TG - Hint brush option added. Program remembers what maps you've told it to export the hint + brushes to and the textures assigned to the hint brushes (the skip and hint textures). These can + also be changed in the map properties form (for compatibility with other games etc).
  • +
  • TG - Mixed Style added to the new map form. It's basically a mix of all three styles (X, + //, and \\), which I added to make the terrain seem more random.
  • +
  • TG - Rewrote Slope Generation code to produce an almost completely flat surface without the + weird ridge (the only reason it isn't is because it gets knocked to the grid). The new code is far + faster, and the value bar is now out of 256, 256 having a peak at the 4096 limit, and 1 being + virtually flat.
  • +
  • TG - Sky Box Option added. It works pretty much the same way as the hint brushes.
  • +
  • TG - Export Again button added, map remembers where it was last exported to.
  • +
  • TG - Pressing "Cancel" in the New Map form loosing the path to the current TGM file fixed. +
  • +
  • TG - "Save" button not being enabled even though it should be fixed.
  • +
  • TG - Program remembers its width and height if not minimized or maximized.
  • +
  • TG - In vertex mode, the vertex origin is displayed instead of the triangles origin.
  • +
  • TG - Hovering your mouse over the "Steepness" slider bar gives you the angle in degrees and + the maximum elevation change.
  • +
  • TG - Editor texture Dialog Box altered to show all supported files.
  • +
  • TG - Export Filename automatically filled in with TGMname.map.
  • +
  • NOTE - The TGM file format has slightly changed, old TGM files will be converted to the new + format automatically when next saved but new TGM files will not be compatible with older versions of + TG.
  • +
  • NOTE - The sky box button adds a bottom brush to the box because using the X/Y axis + manipulation button it is possible to create a leak (as the side of the terrain can be made not to + be a straight line). If this is not the case in your map I'd recommend you delete it as the bottom + faces of all the terrain brushes won't be deleted by zoners if you don't.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Terrain + Generator v1.1.1 - NemPosted: May 26th, 2003 - 5:03:08 pm +
+
+
+
    +
  • TG - Option to generate sloped terrain in the new map form with options of axes, direction, + and steepness.
  • +
  • TG - New movement mode added to Raise/Lower tool where the ground moves to your mouse as + opposed to with.
  • +
  • TG - Option to highlight triangles in red. (Works in wireframe too.) In vertex mode a box + is drawn around the vertex.
  • +
  • TG - Moving the Scroll Wheel on your mouse changes the selected vertex that is used in the + raise/lower vertex mode.
  • +
  • TG - X/Y axes manipulation code changed to that of the new Raise/Lower code, no options are + given, its just easier to use this way.
  • +
  • TG - W,A,S,D keys can be used to move now.
  • +
  • TG - Undo deleting all the triangles fixed.
  • +
  • TG - Configuration button added to toolbar because its pretty useful.
  • +
  • TG - Missing icons added.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Terrain + Generator v1.1.0 - NemPosted: May 26th, 2003 - 5:01:39 pm +
+
+
+
    +
  • TG - Option to generate random terrain in the new map form with the options of maximum + direct alteration, maximum indirect alteration, direction and frequency of alterations.
  • +
  • TG - "Triangle" Or "Vertex" Raise/Lower modes added.
  • +
  • TG - Unsaved files now give you the standard Yes, No, Cancel question when a new file is + going to be loaded etc.
  • +
  • TG - Configuration menu for Raise/Lower and X/Y axis manipulation tool added. Its actually + pretty useful, I'd recommend you check it out.
  • +
  • TG - Missing configuration menu for smooth tool fixed.
  • +
  • TG - ViewFrustum (Distance you can see) changed to almost infinity.
  • +
  • TG - If you specify another skybox for the editor, that skybox will also be written to the + .map file.
  • +
  • TG - Redo button added.
  • +
  • TG - Undo code improved.
  • +
  • TG - Mip Mapping option added.
  • +
  • TG - Temp .tgm files saved as .tmp to avoid confusion.
  • +
  • TG - When viewing in point mode the background color is changed to black so you can + actually see the points.
  • +
  • TG - Limit of five recent files instead of the original four.
  • +
  • TG - X/Y Axis Manipulation tool now called that (whoops.)
  • +
  • TG - Little saving bug fixed. (Shouldn't effect anything you've already done.)
  • +
  • TG - Little startup bug where "New Map" form was quickly loaded then unloaded fixed.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
Terrain + Generator v1.0.1 - NemPosted: May 26th, 2003 - 4:58:15 pm +
+
+
+
    +
  • TG - Triangle selection code totally improved, feels 100 times more accurate and natural. +
  • +
  • TG - New tool that allows you to manipulate the triangles on an X/Y axis bases.
  • +
  • TG - Little bug where the texture scales you specified weren't being written to the .map + file fixed.
  • +
+
+
+
[ 1 + Comment ] +
+
+
+
+
+
+
Terrain Generator
+ +

+
+
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+
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+
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+
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+ +
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+ +

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Tutorials.html b/subpages/Terrain_Generator-Tutorials.html new file mode 100644 index 0000000..4481dbf --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials.html @@ -0,0 +1,288 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Cliffs + I: Generating Cliffs - NemPosted: Jul 4th, 2003 - 12:01:39 am +
+
+
+

This tutorial series goes through the basic steps needed to create a cliff based level for Half-Life. +

+
+
+
[ 28 + Comments ] +
+
+

+
+
+
Cliffs + II: Texturing Cliffs - NemPosted: Jul 3rd, 2003 - 11:48:43 pm +
+
+
+

This tutorial covers some of the basic tools TG provides for texturing your terrain.

+
+
+
[ 26 + Comments ] +
+
+

+
+
+
Cliffs + III: Your Cliffs In Hammer - NemPosted: Jul 3rd, 2003 - 11:35:08 pm +
+
+
+

This tutorial covers what to do with your Terrain Generator created terrain in Hammer.

+
+
+
[ 29 + Comments ] +
+
+

+
+
+
Terrain + Generator Map Files - NemPosted: Jul 1st, 2003 - 3:38:42 pm +
+
+
+

This tutorial details the Terrain Generator Map File format.

+
+
+
Modified: Jul 1st, 2003 - 3:55:46 pm[ 17 + Comments ] +
+
+

+
+
+
Making + A Cave - NemPosted: May 26th, 2003 - 11:03:17 pm +
+
+
+

This tutorial covers the one method of creating caves with Terrain Generator. This is a good tutorial + for beginners as it covers most of Terrain Generator's features.

+
+
+
Modified: Jul 2nd, 2003 - 11:32:38 am[ 16 + Comments ] +
+
+
+
+
+
+
Terrain Generator
+ +

+
+
Login
+
+
+
Username:
+
+
+
Password:
+
+
+
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+
+
+
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+ +
+
+
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+ +
+ +
+
+
+
+
+
Newest Member
+ +

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html b/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html new file mode 100644 index 0000000..436178c --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials/Cliffs_III_Your_Cliffs_In_Hammer.html @@ -0,0 +1,460 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Cliffs + III: Your Cliffs In Hammer - NemPosted: Jul 3rd, 2003 - 11:35:08 pm +
+
+
+

This tutorial covers what to do with your Terrain Generator created terrain in Hammer. It is a + continuation of the Texturing + Cliffs tutorial and assumes you have a .RMF of your terrain.

+ +

First things first, let's load up the terrain TG created in Hammer. You'll notice that everything is + how it was in TG only now each quad has been replaced with two five face brushes. You'll also notice + that TG has added some handy VIS Groups to your level, one for the sky brushes contained in the + terrain, one for the hint brushes contained in the terrain (which are currently invisible) and one for + the terrain itself. Your map should look something like:

+ +
+ +

It also is important to note that because TG deals with quads, some for the new brushes may not be + textured correctly as shown below:

+ +
+ +

You'll want to clean these up.

+ +
+ +

Now we've come quite a way to completing our terrain, but there is still a fair bit of work left to + be done. We have a massive world with a few thousand brushes and were going to want to remove as many + brushes that aren't visible form the ground as we can to save both on r_speeds and .BSP limitations. + The below picture illustrates just which brushes to target.

+ +
+ +

There isn't really any simple way to do this other then brush by brush deletion, whenever possible + try to follow the contours of the terrain for a seamless as possible result as shown below:

+ +
+ +

This is what my final terrain looked like:

+ +
+ +

Notice how the center of the level has also been removed? This will allow us to block the line of + sight from one side of the map to the other reducing r_speeds and compile times. Finally fill these + gaps back up with sky brushes that extend all the way to the ceiling. And that's it, just add a light + and a player start and you're ready to compile:

+ +
+
+
+
[ 42492 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. pebePosted: Oct 11th, 2003 - 9:03:28 am +
+
+

+ exhausted
+
+ I can't get the sky things to work, i get LEAK everytime!
+
+

+
+
+
2. xantePosted: Oct 21st, 2003 - 11:39:55 pm +
+
+

+ Could you show a better picture of what to delete, the image for the brushs to delete is kinda small. A + quick flash animation or something would be very appreciated. :)
+
+

+
+
+
3. NemModified: Aug 6th, 2006 - 6:49:10 pm +
+
+
There is nothing really special about which brushes to delete, what you want to focus + on is the brushes that you can't see when you're on the ground (the ones that curve over the top of the + cliffs). You may find it easier to compile your map (without running VIS) to see which brushes to + delete.
+
+

+
+
+
4. GriffinPosted: Apr 27th, 2004 - 4:58:44 pm +
+
+

+ How do i get rid of the "hint" brushes besides deleting all 1000+ of them? i cant see my map
+
+

+
+
+
5. NemPosted: Apr 27th, 2004 - 7:03:58 pm +
+
+

+ You can prevent TG from exporting them by going to the File->Export->Export Options form then to + the '.RMF' tab then by unchecking the 'Use Hints' option or you can simply hide the VIS group in + Hammer.
+
+

+
+
+
6. zooyorkbmxerPosted: Jun 30th, 2004 - 4:42:57 pm +
+
+

+ can u help me..
+ whenever i put it into the hammer thing..
+ i only get the wire frame.. none of the textures show up or anything
+ help me pleez
+
+

+
+
+
7. I3urnPosted: Jul 12th, 2004 - 9:15:52 am +
+
+

+ thats easy to fix just go to view and click 3d textured polygons then it will show the textures for the + last section that was used. happy
+
+

+
+
+
8. ElvenTrumpeter36Posted: Nov 6th, 2004 - 10:32:19 am +
+
+

+ Is there an easy way to make the sky fit the contour of all the brushes you delete? also, would it be + possible for you to post pictures that aren't quite so dark. it is pretty hard to see that you are + actually changing anything until the end
+
+ thankswatermelon
+
+

+
+
+
9. NemPosted: Nov 7th, 2004 - 10:23:56 am +
+
+

+ To be honest, there isn't any real easy way to make the sky fit the contour of the brushes.
+
+ I did a search for the tutorial RMF to see if I could upload it but I couldn't find it. I may redo it if + I get a chance.
+
+

+
+
+
10. JP__JPPosted: Nov 19th, 2004 - 2:26:47 pm +
+
+

+ always when i try to load my exported rmf into hammer, it locks up and says it's not respondingyelling. Does anyone know howto + fix it?
+
+

+
+
+
11. NemPosted: Nov 19th, 2004 - 2:57:51 pm +
+
+

+ What version of Hammer? The RMF TG exports is NOT for the Source Hammer editor (try a MAP file).
+
+

+
+
+
12. sdfgPosted: Feb 11th, 2005 - 10:22:48 am +
+
+
Thanks Nem, great tool
+

+
+
+
13. sotangPosted: Mar 4th, 2005 - 12:01:07 am +
+
+
Hey Nem, got it working, thanks. Oh I have a question.. what textures are you using? + and how do you do the sky thing? I don't have a sky texture and I'm using the halflife.wad. Am I doing + something wrong? Also you could highlight a lot of the things at a time and delete them. Makes things + easier.. I reduced my map in about 5 minutes..... well anyway... could you explain the sky thing again + and what textures are you using? Thanks
+

+
+
+
14. NemPosted: Mar 4th, 2005 - 1:24:57 pm +
+
+
The textures are mostly from the various DOD .wad files.
+
+ The sky can be set in the Options form. Go to the textures tab and specify the six files that make up + the skybox. This is a cosmetic option only.
+

+
+
+
15. sotangModified: Mar 5th, 2005 - 10:23:28 pm +
+
+
yeah, but I do not have a skybox texture.... it's not included in my halflife.wad. I + do not currently have any custom .wad's either... hmmm and I have two questions. How do I add a tree and + how do I get a forest type sky...? Thanks
+

+
[ 1 2 + ]

+
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+
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+ +
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html b/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html new file mode 100644 index 0000000..5e7954a --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials/Cliffs_II_Texturing_Cliffs.html @@ -0,0 +1,521 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Cliffs + II: Texturing Cliffs - NemPosted: Jul 3rd, 2003 - 11:48:43 pm +
+
+
+

This tutorial covers some of the basic tools TG provides for texturing your terrain. It is a + continuation of the Making + Cliffs tutorial and assumes you have a similar terrain to texture.

+ +

The terrain we generated in the previous tutorial consists of two basic layers, the cliffs and the + paths between the cliffs. This is the perfect setup for the 'Texture Layering Tool'. Let's load it up. + From the 'Tools' menu select 'Textures' then 'Set Texture Layers'. Your screen should look like this: +

+ +
+ +

First off we need to set the lower and upper bound for the path layer. For the 'Lower Bound' select + something that falls below the 'Min' value, for the 'Upper Bound' select something approximately one + third up from the 'Min' value in relation to the 'Max' value. If you're a little confused about what + values to use just use something you think will fall around the general range of the height of the + path.

+ +

Next we need to select what texture we want to use in this layer, since this is the path layer I + decided to use a grass texture. To browse through your currently loaded textures press the button with + the two dots beside the 'Texture' field. A window will pop up and you can select a texture by double + clicking it as shown below:

+ +
+ +

Next you will need to select a 'Steep Texture' this is the texture that will be used on faces that + have a greater incline then that of the 'Steep Angle' i.e. the cliffs. For this I have selected a rock + texture. When you are satisfied with the path layer press the 'Add' button. Your screen should look + something like:

+ +
+ +

Next we need to add the cliff layer, for the 'Lower Bound' select the previous layer's 'Upper Bound' + and for the 'Upper Bound' use a value greater then the 'Max' value. Once you have the bounds set you + need to select a 'Texture' for the layer. For this use the same texture that you used for the previous + layer's 'Steep Texture'. Once you are happy with the cliff layer press the 'Add' button to add it to + our list of layers. It should all look something like:

+ +
+ +

Finally press the 'Apply' button to retexture the terrain using your custom texture layers. Your end + result should look something like this (if it doesn't you can go back and edit the texture layers you + created until you get the desired texturing.):

+ +
+ +

Now while the 'Layer Texturing Tool' will do most of the texturing for you, you'll still notice that + there will be a few quads textured without the correct texture as shown below:

+ +
+ +

To fix this simply select the 'Paintbrush' tool from the 'Tools' menu and browse to the correct + texture using the controls on the left of the form. Once you have the correct texture selected left + click and drag your mouse over the terrain you wish to retexture. The end result should look something + like:

+ +
+ +

Now were going to want to increase the scale of the textures to help eliminate that ugly tiling + effect. With the 'Paintbrush' tool move your mouse until its selection is over the grass textured + quads. Next press 'M' on your keyboard to mark that quad as shown below:

+ +
+ +

Next head over to the alignment tab on the left and jack the U and V scale up to about 4. This will + change the scale of the selected quad as shown below:

+ +
+ +

This is all very well and good but we want these settings to be applied to all of the grass textured + quads. Fortunately for us there is a simple painless way to do this. With the scaled quad still marked + select 'Tools' then 'Textures' and finally 'Wrap All From Marked'. Now all the grass textured quads + should all be scaled and aligned to the marked quad as shown below:

+ +
+ +

All that's left now is to repeat this process with the rock textured terrain. When all's said and + done your end result should look something like:

+ +
+ +

Last but not least we're going to export out terrain for use in Hammer. From the 'File'menu select + 'Export' then 'Export Options'. This will bring up the 'Terrain Generator Options' form and allow us + to customize how the terrain is exported to the .RMF file. Select the below options:

+ +
+ +

Finally from the 'File' menu select 'Export' and then '.RMF File' and export your terrain to + somewhere on your disk (be sure to save it too so you can load it up and edit it later). We are now + ready to prepare our terrain for Half-Life. Please continue to the next + page.

+
+
+
[ 42321 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. omniragePosted: Jul 6th, 2003 - 4:09:39 pm +
+
+

+ Nice, finally know how to use the layer feature :)
+
+

+
+
+
2. CamboneModified: Jul 12th, 2003 - 9:37:57 pm +
+
+

+ Thanks You for this great Application!
+
+

+
+
+
3. EdUdEPosted: May 7th, 2004 - 10:35:34 pm +
+
+

+ exhausted
+ is there a way to make it so that there is null textures on the 90 degrees or which ones u cant see for + lag reduction?
+
+

+
+
+
4. NemPosted: May 8th, 2004 - 11:49:19 am +
+
+

+ I'm sure you could use the Texture Layering Tool to accomplish that...
+
+ miam
+
+

+
+
+
5. NistelrooyPosted: Aug 30th, 2004 - 10:15:00 am +
+
+

+ Excellent application!
+
+ But i have a question: when i use the raise tool (or
+ mountain tool), and then create a high textured mountain appears an ugly "texture clamping" effect in + the textures. This happens when quads are stretched too much in a high cliffs. So, how can i avoid this? + It could be possible to repeat the textures in those quads to eliminate this effect?
+
+

+
+
+
6. NemPosted: Aug 30th, 2004 - 10:05:48 pm +
+
+

+ There is no automatic system for this; you'd have to manually adjust the texture on each face.
+
+

+
+
+
7. sotangModified: Mar 2nd, 2005 - 11:55:07 pm +
+
+
I have used the "mark" and then U-V up to 4.00. I hit nothing else, and then I go to + Tools
+ ->Textures->Wrap All from Marked. I do this and nothing happens. I tried it with the rock wall + too, nothing. Is there something else I have to do? I still have the box checked when I'm doing it too. + It's just like you showed, but it won't work...exhausted. Lol gettin flustered with this. Oh well, it's an AWESOME + program anyway A++++++ good work Nem.
+

+
+
+
8. NemPosted: Mar 3rd, 2005 - 1:27:34 am +
+
+
Because of the way the control works in Windows, you can't just type in 4, you have + to use the arrows (or type 4 then use the arrows).
+

+
+
+
9. c0uchm0nsterPosted: Mar 8th, 2005 - 4:56:28 pm +
+
+
Trying to export to vmf I get:
+
+ terrain size not divisible by displacement subdivision size
+ terrain size should be a multiple of 4, 8 or 16 (and the appropriate displacement power selected)
+
+ I've tried subdivision size 2, 3, and 4. Terrain size is 30, 30, 256
+
+ X range: 7680
+ Y range: 7680
+ Z range: 1838
+ multiply them is divisible by 4, 8, AND 16
+
+ So I've tried every option and still get the error on export - any suggestions? Thanks
+

+
+
+
10. NemPosted: Mar 8th, 2005 - 5:22:16 pm +
+
+
Sorry, to clarify, the amount of triangles on each axis should be divisible by 4, 8 + or 16 (preferably one of the latter two), not the physical dimensions. For example, 32, 32, and 256 + would work for all three.
+

+
+
+
11. c0uchm0nsterPosted: Mar 8th, 2005 - 5:26:37 pm +
+
+
ah, thanks - you might want to change that in your tutorial on page 1 of the cliffs + stuff, as it suggests 30 30 256
+ guess i've gotta start over sad +
+

+
+
+
12. NemPosted: Mar 8th, 2005 - 5:43:56 pm +
+
+
Well, keep in mind that this tutorial was designed for Half-Life, not Half-Life 2. + For Half-Life 2 I would suggest something more like 160, 160, 96. This will give you a very large + detailed terrain.
+

+
+
+
13. BTRY + B 529th FA BNPosted: Apr 14th, 2005 - 7:30:19 pm +
+
+
I see under 'Texture Browser' in pic 2 there are a few folders to choose textures + under 'WAD Files/terrain' like 'grass' 'dirt' etc etc. I am extremely new at this so I have to ask this + question. Where or how do i get texture folders like that? Do i need some sort of .wad viewer to sort + through textures and put them into a folder? or.... please help
+
+
+

+
+
+
14. HomerModified: Apr 14th, 2005 - 10:12:39 pm +
+
+
How do you set the Background image or SKY Image?
I + would like to use an outside/myown background if that possable?

By the way this is a great + tool.
happy
+

+
+
+
15. NemPosted: Apr 16th, 2005 - 1:15:04 pm +
+
+
The texture grouping is done by <wadname>.wdl files located in your ...\Terrain + Generator\config\wads folder. These are simple text files that are used to tell Terrain Generator how to + group textures, but are not necessary for viewing them.
+
+ The background is set in the Options form under the Textures tab. There are six dialogs that allow you + to select each of the six faces in your skybox. Terrain Generator expects the textures to be in the + standard Half-Life format. They have no effect on the outcome of your terrain.
+

+
[ 1 2 + ]

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html b/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html new file mode 100644 index 0000000..1e6c992 --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials/Cliffs_I_Generating_Cliffs.html @@ -0,0 +1,545 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Cliffs + I: Generating Cliffs - NemPosted: Jul 4th, 2003 - 12:01:39 am +
+
+
+

This tutorial series goes through the basic steps needed to create a cliff based level for Half-Life. + Additionally it will cover many of TG's basic tools, generation and texturing features as well as how + to plan your level to insure it performs well in Half-Life.

+ +

First off we need to create some starting terrain. To do this we first need to access the 'New + Terrain' form in TG. From the 'File' menu select 'New'. For this tutorial I chose to use a setting of + 48 triangles along the X and Y axis with a triangle size of 160 units. This will produce a large + +/-3840 unit level which is just inside the +/-4096 hard-coded Half-Life limit. Your screen should + look something like this:

+ +
+ +

Now it is important to note that increasing the size of each triangle and decreasing the number of + triangles along each axis will reduce r_speeds and compile times, so feel free to experiment with + these values as I have chosen a very detailed terrain. Other configurations such as 40/40/192 and + 30/30/256 will all result in the same sized terrain with the latter containing approximately 40% of + the triangles. Once you are happy with your setting hit 'OK', you should now be staring at some + terrain:

+ +
+ +

Next we are going to add some generated features to the terrain. From the 'Terrain' menu select + 'Generate'. Under the 'Geometric' tab check the 'Circle Algorithm' and fill in the below settings, + this will produce some mild bumpy features on the terrain.

+ +
+ +

We next want to smooth these features down to be less obtrusive. To do this we will use both the + 'Smooth' and 'Erode' options under the 'Smoothing' tab. Your settings should look something like:

+ +
+ +

Finally, since this is random terrain, we will probably want to try the generation features a couple + of times until we get one that most suits are needs, to do this we will need to reset the terrain from + generation to generation. Under the 'Miscellaneous' tab select the 'Reset' option and give it a value + of 0:

+ +
+ +

Now that we have everything set up all we have to do is press the 'Generate' button. This will close + the 'Terrain Generation Features' form and generate our settings on the terrain. The end result we are + looking for is shown below, basically a flat yet uneven landscape. If you are not happy with the + result all you have to do is select 'Regenerate' from the 'Terrain' menu and a new set of features + will be generated. Feel free to experiment with the settings until you're happy with your starting + terrain. Here is what my terrain currently looks like:

+ +
+ +

Next we are going to add some height variations to our terrain to build the cliffs off of. Select + 'Raise/Lower' from the 'Tools' menu and drag four or five sections of the terrain up 1000-2000 units. + Your end result should look something like (I know it looks silly):

+ +
+ +

We are about to perform some pretty severe alterations to our terrain so it might be a good idea to + back it up first, in the 'Edit' menu select 'Push Revert'. This will save a copy of your terrain on + TG's Undo/Redo stack which you can pop back up at any time (restoring your terrain back to the state + it was in when you pushed it on the stack (phew)).

+ +

Next lets create some cliffs. Grab the 'Flatten' tool from the 'Tools' menu and position it so its + selection is on top of one of the chunks of terrain we raised with the 'Raise/Lower' tool. Now press + and hold your left mouse button and drag your selection outlining any paths you want to create in your + terrain. If you're confused check the below picture and you should be able to figure out what I mean. + If you screw up you can always select 'Undo' from the 'Edit' menu, or if there aren't enough undo + states to undo what you've done, just pop the revert state back with the 'Pop Revert' button. Your end + result should look something like:

+ +
+ +

Now we've got some nice smooth paths running through some horrible blocky terrain. Let's remedy that + shall we? What we basically want to do is smooth the cliff portion of our terrain without touching our + paths (the terrain in between the cliffs). From the 'Tools' menu select the 'Lock' tool. Next proceed + to drag this tool along the paths of your terrain highlighting all the vertices you want to lock in + green. If you lock anything you didn't want to you can either press 'Undo' or use the 'Unlock' tool. + Your paths should be highlighted as shown below:

+ +
+ +

To complete our cliffs out were going to perform some erosion and smoothing on them via the 'Terrain + Generation Options' form (from the 'Terrain' menu select 'Generate'). First make sure nothing we don't + want to run is checked, right click anywhere on the form and select 'Uncheck All Options' (or just go + through each tab unchecking everything as you go). Next fill out the 'Smoothing' tab to look something + like:

+ +
+ +

Finally hit the 'Generate' button and your cliffs should appear all smooth without affecting your + paths. Here is what my terrain currently looks like:

+ +
+ +

From here you may continue to modify your terrain until you have it exactly as you want it. If you + wish to unlock all the locked vertices you can accomplish this by selecting 'Tools' then 'Locking' + then 'Unlock All Points'. Once you are happy with your terrain head on over to the next + page and we'll discus how to texture it.

+
+
+
[ 59659 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. cs_sweModified: Dec 12th, 2003 - 2:08:45 pm +
+
+

hej
halloween ddddddddd color
+
+

+
+
+
2. FelkisBrazilPosted: Feb 2nd, 2004 - 7:06:02 pm +
+
+

+ Well... you guys did a wonderful work with this tutorials... they couldn�t be more explained than + this..
+
+ I just got a problem... I made my terrain, following all your instructions and it worked... the problem + is that when i select TEXTURE, from the TOOLS MENU, nothing is avaiable there (cant click on + anything)..
+
+ What did i do Wrong?
+ I wanna make a CS map
+
+ Tks!!!
+
+
+
+

+
+
+
3. FelkisBrazilPosted: Feb 2nd, 2004 - 7:11:52 pm +
+
+

+ I got it... just had to choose a WAD file in the PACKAGE menu!
+
+ U guys r the best =]
+
+

+
+
+
4. WarHawkPosted: Feb 22nd, 2004 - 6:34:09 am +
+
+

im kinda new to all this [n00b big time and yes i admit it] and i cant get my + camera to change i can strafe side to side turn and go forward or backwards but ive tried everything to + look Down or up and it wont....... also i cant get the background pics like the sky and that which just + looking at a bit of map in the pitch black is kinda..... depressing plus it would give me a chance to + see what kinda backgrounds would work well with me terrain
+
+ need help
+ most appreciated
+ thanx
+
+

+
+
+
5. WarHawkPosted: Feb 22nd, 2004 - 8:46:16 am +
+
+

ok i was stupid obviously i didnt do everything as i found out how to look down [ + stupid right mouse button] so thats that sorted i still dont know how to put in the sky/background + tho
+
+ and ideas
+
+ thanx again
+
+

+
+
+
6. NemModified: Feb 22nd, 2004 - 10:06:43 am +
+
+

+ 'How to move' is also explained in the FAQ...
+
+ lazy
+
+ Anyways, to set the background pictures go to your 'Tools->Options' form, from there head over to the + 'Textures' tab and use the six fields (Up, Down, Right, Left, Front and Back) to allow you to set the + six different sky textures.
+
+

+
+
+
7. TheMajorPosted: Apr 9th, 2004 - 2:43:28 am +
+
+

+ I'm having trouble in Windows XP adding a WAD package - it stops responding after about 5 minutes. + Please help if you can!
+
+

+
+
+
8. NemPosted: Apr 9th, 2004 - 10:18:58 am +
+
+

+ If it is the Half-Life.wad or some other massive WAD don't bother trying to load it. TG wasn't really + ment to handle them (though 5 minutes seems a litle high).
+
+

+
+
+
9. sWeeX-Posted: Aug 25th, 2004 - 5:48:56 am +
+
+

+ coolheej
+
+

+
+
+
10. QsligPosted: Sep 30th, 2004 - 1:15:16 pm +
+
+

Next lets create some cliffs. Grab the 'Flatten'
Quote: +
+
tool from the 'Tools' menu and position it so its selection is on top of one of the + chunks of terrain we raised with the 'Raise/Lower' tool. Now press and hold your left mouse button and + drag your selection outlining any paths you want to create in your terrain. If you're confused check + the below picture and you should be able to figure out what I mean. If you screw up you can always + select 'Undo' from the 'Edit' menu, or if there aren't enough undo states to undo what you've done, + just pop the revert state back with the 'Pop Revert' button. Your end result should look something + like

+
+ I cant get it like that, when I use flattern tool it only make it flat not cliffs like that =/
+
+
+

+
+
+
11. warlords909Modified: Oct 28th, 2004 - 10:29:13 am +
+
+

+ ok.. i have everything right expect this textures... i tryed to get a wad picture file but it displays + none in the package menu.. i also tryed to get sky texture but they diisplayed none eaither i am running + on windows xp is that a problem how can i get these texturez???!!?!? plz helpalarmed
+
+

+
+
+
12. MethisitosPosted: Feb 18th, 2005 - 5:04:09 pm +
+
+
I can't find any wad packages to add anywhere.
+ Windows xp here. Any help would be much appreciated.halloween
+

+
+
+
13. NemPosted: Feb 18th, 2005 - 10:23:08 pm +
+
+
They are locked away in your GCF files. You need to use GCFScape to extract the ones + you want.
+

+
+
+
14. MethisitosPosted: Feb 19th, 2005 - 11:24:17 am +
+
+
I downloaded the gcfscape and looked through every gcf file I could with no luck. + This is for HL2 btw. apple
+

+
+
+
15. NemPosted: Feb 19th, 2005 - 12:33:10 pm +
+
+
Ah, OK. Terrain Generator was designed for Half-Life 1 and as such texturing for + Half-Life 2 is kind of limited (at this point). It can still be done, however, read my various posts in + this + thread to see how.
+
+ One of my priority projects is a rewrite of Terrain Generator (i.e. v4) to add full Source support and + interoperability and to improve the rendering engine to support larger terrains.
+

+
[ 1 2 + ]

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file 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 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Making + A Cave - NemPosted: May 26th, 2003 - 11:03:17 pm +
+
+
+

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.

+ +

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.

+ +
+ +

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:

+ +
+ +

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: +

+ +
+ +

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: +

+ +
+ +

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:

+ +
+ +

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:

+ +
+ +

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):

+ +
+ +

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:

+ +
+ +

Next we can clean it up a bit by deleting any unused triangles:

+ +
+ +

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?

+ +
+

+

+ +
+ +

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 + here + (23kb zipped).

+
+
+
Modified: Jul 2nd, 2003 - 11:32:38 am[ 39946 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. hugo786Posted: Aug 8th, 2003 - 12:18:19 am +
+
+

+ 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.
+ Just thought i'd also say tg is a great tool. Thx!happy
+
+

+
+
+
2. NemPosted: Aug 8th, 2003 - 10:34:51 am +
+
+

+ It was v2.3.0 Beta, I've been meaning to update it but it still should get the job done as is.
+
+

+
+
+
3. XenocidePosted: Aug 30th, 2003 - 12:57:31 pm +
+
+

+ Although this is a good tutorial, i dont understand the "Exportation" part towards the endsad , + but apart from that TG is a really useful program happyThank. Also how can i play these maps on CS, im new..
+
+

+
+
+
4. NemModified: Aug 6th, 2006 - 6:58:29 pm +
+
+
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 Top is equivalent to Flatten Bottom and + [i]Bottom[.i] is equivalent to Flatten Top.
+
+

+
+
+
5. zoltanPosted: Oct 24th, 2003 - 10:35:50 pm +
+
+

+ Hey nem,
+ folder
+
+ 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)
+
+ 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.
+
+ 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?
+
+ any kind of general tips would be meditated upon daily.
+
+ Thanks in advance, Zoltan (n00b local chapter 133)
+
+

+
+
+
6. NemModified: Aug 6th, 2006 - 6:59:05 pm +
+
+
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.
+
+ 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.
+
+ 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.
+
+

+
+
+
7. GriffinPosted: Apr 28th, 2004 - 6:21:20 pm +
+
+

+ how do i hollow out the cave once i have the two halves put together?
+
+

+
+
+
8. NemPosted: Apr 29th, 2004 - 7:28:51 pm +
+
+

+ The cave should be hollow if you set the exportation options correctly. TG 3.0.0 supports the same + options.
+
+

+
+
+
9. rtPosted: May 29th, 2005 - 7:34:19 pm +
+
+
where do you get the quark editor and can you export in .xml
+ where
+

+
+
+
10. NemPosted: May 30th, 2005 - 12:35:17 pm +
+
+
You can find it here. And no, + it doesn't export .xml files...
+

+
+
+
11. nems_toolsPosted: Feb 26th, 2006 - 9:43:47 pm +
+
+
i was wondering how you can get both bottem half file and top half file onto one + project. thanks.
+
+
+
+
+ P.S: this program is great
+

+
+
+
12. NemPosted: Feb 27th, 2006 - 12:40:39 pm +
+
+
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.
+

+
+
+
13. Eagle + 1Posted: May 25th, 2006 - 6:51:30 pm +
+
+
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"
+
+ BTW TG is freaking awsome
+

+
+
+
14. NemPosted: May 26th, 2006 - 9:48:55 pm +
+
+
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.
+
+ 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.
+

+
+
+
15. []v[]Posted: Sep 26th, 2007 - 4:50:39 am +
+
+
I used this to create my cave in Castle Attack. cheers.
+

+
[ 1 2 + ]

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html b/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html new file mode 100644 index 0000000..b436799 --- /dev/null +++ b/subpages/Terrain_Generator-Tutorials/Terrain_Generator_Map_Files.html @@ -0,0 +1,634 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Terrain + Generator Map Files - NemPosted: Jul 1st, 2003 - 3:38:42 pm +
+
+
Data Types:

+ +
+ + + + + + + + + + + + + + + + + + + + + + + +
+
Type
+
+
Description
+
+ int + + 32 Bit Integer +
+ float + + 32 Bit IEEE Floating Point Number +
+ bool + + 8 Bit Boolean +
+ string + + Variable Length String. (An int followed by an ASCII char array, no null terminator.) +
+
+ +

+ Structures:
+ +

Header:

+
+ typedef struct Header300 + { + int XSize; // Number of vertices on the X axis. + int YSize; // Number of vertices on the Y axis. + float QuadSize; // Length of each quad. + } Header300; +
+ +

Vertex3f:

+
+ typedef struct Vertex3f + { + float X; + float Y; + float Z; + } Vertex3f; +
+ +

Vertex2f:

+
+ typedef struct Vertex2f + { + float U; + float V; + } Vertex2f; +
+ +

TG Vertex:

+
+ typedef struct TGVertex + { + Vertex3f Vertex; // X,Y,Z coordinates of vertex. + bool Locked; // Vertex locked. + } TGVertex; +
+ +

TG Face:

+
+ typedef struct TGFace + { + string Texture; // Texture name. + Vertex2f Shift; // Texture shift. + Vertex2f Scale; // Texture Scale. + float Rotation; // Texture rotation in degrees. + } TGFace; +
+ +

+ File Layout:
+ +

TGM File:

+
+ { + string Version; // TGM Version ('TGM300'). + Header300 Header; // Header information. + TGVertex Vertices[]; // Array of Vertices. + TGFace Faces[]; // Array of Faces. + } +
+
+
+
Modified: Jul 1st, 2003 - 3:55:46 pm[ 26548 Views ] +
+
+

+
[ 1 2 + ]

+
+
+
1. tonfPosted: Jul 18th, 2007 - 1:26:51 pm +
+
+
hi nem,
how do implement your string type? Is it in a library or #include + somewhere already?
I did typedef char* string; and my prog compiled but I suspect that isn't how it + is supposed to be done.
When you say "An int followed by an ASCII char array, no null terminator." + do you mean the int stores the length of the char array, maybe like:
struct string
{
int + length;
char[] txt;
+ };
+
+ Thx for your help
+

+
+
+
2. NemPosted: Jul 18th, 2007 - 2:12:12 pm +
+
+
They'd appear as the struct you declared in the file, but they're variable length, so + you can't read them directly as a struct. This should work:

+
Code:
+
int iLength = 0;
fread(&iLength, sizeof(int), 1, pFile);
char *lpString = + new char[iLength + 1];
fread(lpString, sizeof(char), iLength, pFile);
lpString[iLength] = '\0'; +
+
+

+
+
+
3. tonfPosted: Jul 19th, 2007 - 1:36:41 pm +
+
+
hey nem, thanks for the info.
+
+

+
+
+
4. tonfPosted: Jul 19th, 2007 - 5:40:55 pm +
+
+
hey nem, i got another question:
+ i was reading the texture area of a file and there seems to be a lot more TGFace items than i thought. I + was assuming that there were 2 TGFace items in the array for every square created by the grid of points. + I kept reading more and more than that trying to find the end of the file and there was way more than I + expected. Thanks for your help.
+

+
+
+
5. NemPosted: Jul 19th, 2007 - 6:47:18 pm +
+
+
Not sure if you're asking a question, but to clarify, there are Header300.XSize * + Header300.YSize vertices and (Header300.XSize - 1) * (Header300.YSize - 1) faces. If you only want the + height data, then you only need to read the first vertex section, if you want the texture data, you have + to read the second face section. To interpret the second section, think of the terrain consisting of + strips of quads; there is one face per quad.
+

+
+
+
6. tonfPosted: Jul 19th, 2007 - 7:33:47 pm +
+
+
here's the code when i assumed the faces were triangles, 2 per quad, which is twice + as many as what you are saying:

[code]
int numtriangles = 2 * (m_Header->XSize-1) * + (m_Header->YSize-1);
m_Faces = new TGFace[numtriangles];
for (i=0; i < numtriangles; + i++)
{
fread(&iStrLength, sizeof(int), 1, pFile);
m_Faces[i].Texture.length = + iStrLength;
m_Faces[i].Texture.txt = new char[iStrLength];
fread(&m_Faces[i].Texture.txt, + sizeof(char), iStrLength, pFile);
//m_Faces[i].Texture.txt[iStrLength+1] = "\0";
+ fread(&m_Faces[i].Shift, sizeof(Vertex2f), 1, pFile);
fread(&m_Faces[i].Scale, + sizeof(Vertex2f), 1, pFile);
fread(&m_Faces[i].Rotation, sizeof(float), 1, pFile);
printf + ("%f %f\n",m_Faces[i].Rotation,m_Faces[i].Rotation);
printf ("%s\n",m_Faces[i].Texture.txt);
+ }
printf ("%d %d",numverts, i);
[/code]
+ I'm testing with a 121 point (11 x 11) file, and the value of "i" at the end prints 200.
+
+ I should have definitely faulted or reached EOF, but it doesn't. I even went higher than numtriangles + iterations, and it still didn't fault.
+
+ This code is from right after reading the vertex info which i verified was read correctly and + completely.
+ The values printed by the printf for Shift,Scale, and Rotation are all zero's (as opposed to random + garbage).
+ The texture printf prints a blank.
+
+ Also, i never assigned a texture to my test file (or even loaded a wad)., which may have something to do + with it.
+
+ I'm basically confused how come the file seems to be so much bigger than it should be.
+
+ thanks
+

+
+
+
7. tonfPosted: Jul 20th, 2007 - 1:55:33 pm +
+
+
sorry for the hassle, i just discovered that you can read past the end of the file + and not throw an exception. Very un c/c++ like. Twas like you said of course.
+
+ This may have been discussed elsewhere on the site, but does TG have the ability to increase/decrease + number of points while keeping height info intact? And also, can TG clip parts of a terrain (and/or + paste or save them somewhere)?
+
+ I played with TG a little, but not completely and i didn't see anything like this.
+
+
+

+
+
+
8. NemPosted: Jul 21st, 2007 - 8:09:58 pm +
+
+
Each quad (pair of triangles) has one face, so you're reading in twice as many faces + as you need to.
+
+ You cannot adjust the number of vertices per axis after you've created your terrain in TG. I'm not sure + what you mean by clipping the terrain.
+

+
+
+
9. tonfModified: Aug 13th, 2007 - 6:51:51 pm +
+
+
i wrote a console program which does things to the terrain files. Here's the README. + Let me know if you want it posted here and/or if you want the code posted here. The repointing part + isn't perfect, but it's not bad.

here's the readme:
+
readme:
+

This program splits, scales, and/or adds/subtracts points from files created by + Nem's excellent terrain generator.

You should back up any files you don't want modified/lost + and/or read this whole thing before you use this.

This program is written in c++ and currently + only runs properly on linux, bsd, etc but not on windows, I believe because of different + implementations of "strtok". It builds on windows, and is so close to running, but alas I got fed up + with it, and it dogged me. It needs to run on windows bad because that is where the actual terrain + generator made by Nem runs. If anybody can fix this and get it to run on windows, that would be so + freaking awesome. It should be simple for anybody familiar with processing strings in c++ (which I + ain't). The bug is in main.cpp in the function LoadConfigFile where the config file is being read to + load the commands.

Also, this program isn't super user-friendly, as in if you specify the wrong + file on the command line or don't pass in the correct number or type of parameters in the config file, + it will simply crash without telling you anything in most cases (sometimes writing a giant core dump + file, if you have core dumps turned on). So if that happens, you need to go back and scrutinize all + your spelling, number of parameters, etc.

This program is run on the command line + like:
tgmanip filename
or
tgmanip filename <configfile>

"filename" is the name + of your terrain file, and <configfile> is the name of the file that tells the program what to + do.
If the program is run without specifying a config file, the program will look for a file in the + same directory as the terrain file with the same name but with a .cfg extension instead. If it can't + find a config file to use, it won't run.
If your paths have spaces in them, use quotes.

The + commands in the config file are:
split <numbercolumns> [<numberrows>]
scale + [sections] <factor> [<scaleZ>]
repoint [sections] <factor>
scroll + <xfactor> <yfactor>
rotate <number of quarter turns in counterclockwise + direction>
join <filename1> <filename2> <vertically>

Note the special + word: sections.

"split" will split the terrain into <numbercolumns> * <numberrows> + new files (without changing the original) which are the sections of the original. If + <numberrows> is omitted, then it will be the same as <numbercolumns>.

"scale" is + pretty obvious. Pass in a number. The number 1 would keep the same scale. Negative numbers will mirror + it twice, which essentially just rotates it 180 degrees. If the parameter <scaleZ> is not 0 or + omitted, then the heights will scale, otherwise they'll remain the same.

"repoint" multiplies + the current number of quads along the x axis times <factor> to come up with the new number of + quads along the x axis while maintaining the same size terrain. So again, giving it 1 will keep it the + same. Specifying a number less than 1 will subtract information from the terrain. Working with + rectangular (as opposed to perfectly square) grids can possibly result in a loss of information (a + strip across the top of the grid) if the resulting new quad size doesn't divide perfectly into the + overall height (y axis) of the grid.
The algorithm for figuring out the z values of the new points + isn't very sophisticated (ie doesn't use calculus) or psychic (not sure if calculus would help), it + only looks good if you repoint by a factor of 2 at a time. See below for good workaround. If somebody + can figure this out, that would be awesome.

"scroll" will scroll the terrain by <xfactor> + along the x axis and by <yfactor> along the y axis. A factor of 1 makes it scroll all the way + around and end up where it began, essentially doing nothing, which is what should be done (instead of + specifying 0) if you don't want it scrolled any in that particular direction.

"rotate" will + rotate the terrain by 90 degrees in the counterclockwise direction for every quarter turn + specified.

"join" takes 2 terrain files and joins them together into 1 terrain file. If + <vertically> is 0, the terrains will be joined side by side, otherwise they will be one above + the other (along the y axis). The resulting file does not have to exist beforehand and will be named + the same as the config file except with a .tgm extension. See below.


If you put the word + "sections" after a command, it does the command to all the sections (without modifying the original). + Otherwise it will modify the original.
There must already be a "split" command before specifying + "sections" in any commands. Also, the program doesn't support recursively splitting sections (unless + you manually run it again).

Examples for a config file:
+
Code:
+

# pound sign is for comments in the config file

# simply add more detail + to the original -
# Doing a repoint to add more detail with any value other than 2 makes it look + wacked,
# so if you want more detail than twice as much (like 4 times as much), simply call
# + "repoint 2" twice
repoint 2
repoint 2

# split the file into 16 new files, scale them all + out to be bigger without scaling the height, add lots more detail to all of them
split 4 4
scale + sections 2 0
repoint sections 2
repoint sections 2
repoint sections 2

# split a + terrain across the center horizontally into 2 pieces
split 1 2

# scroll a terrain 30% to the + right, but not at all up and down
scroll .3 1

# scroll all the newly made sections 50% in + both axes (don't know why you would want this)
scroll sections .5 .5

# rotate a terrain 270 + degrees (3 quarter turns to the left)
rotate 3

# join 2 files side by side
join + foothills.tgm bigassmountain.tgm 0

# or vertically
join foothills.tgm bigassmountain.tgm + 1

# the resulting terrain file will be named the same as the config file (with a .tgm + extension) that
# the join command is in even if the terrain file doesn't exist yet. So you would + make for example a config
# file named "joined.cfg" and on the command line say:
# tgmanip + joined.tgm
# even though the file "joined.tgm" doesn't exist yet.
+
+

+
+
+
10. tonfPosted: Jul 25th, 2007 - 8:26:47 pm +
+
+
lol i totally borked the page
+

+
+
+
11. tonfPosted: Jul 26th, 2007 - 12:43:42 pm +
+
+
thx for fixing my ignorant formatting. I'll try to find a place to post this program + for download if you don't want to host it. If you do, that would be great, but i can probably find a + place in a few days or so. If you want some of the code to incorporate into TG lemme know and i'll + post/send it. I'm probably going to add some more functions like scrolling and concatenating soon + too.
+ BTW im doing all this so i can more easily make a planet, in case you're wondering why any of this is + useful.
+

+
+
+
12. NemPosted: Aug 1st, 2007 - 12:28:48 pm +
+
+
If you can post a link to the download, I'll put it in a more prominent spot.
+
+ The current version of TG is quite inefficient, I've meant to rewrite it for well over a year, but I + haven't had much of a chance.
+

+
+
+
13. tonfPosted: Aug 6th, 2007 - 4:51:38 pm +
+
+
Yeah i know how the "haven't had much of a chance" thing goes. I'm surprised I + managed to get as far as I did.
+
+ There is a problem with my program. I developed it on linux, where it works fine, but the part that + parses the config file for instructions is broken on the windows build due to (I strongly suspect) + different implementations of the function "strtok" between the windows version of c++ and the linux + version. String manipulating/parsing in c++ for me is a frustrating bitch.
+
+ I tried to tweak it so it wouldn't seg fault on the windows build, but I started pulling my hair out + real soon so i said "fuggit". I'll probably retry soon though because I'm kind of getting tired of + transferring giant files all the time.
+
+ I've added scrolling, but got sidetracked from adding concatenating and rotating, so here's what I might + can do:
+ I can post everything I have somewhere, work on rotating and concatenating, and maybe some helpful soul + in the meantime will fix the string parsing thing on windows.
+

+
+
+
14. tonfPosted: Aug 6th, 2007 - 11:24:53 pm +
+
+
It's at:
http://planet.insteadofwork.com
+
+ Feel free to use whatever code you want if you find it useful.
+
+ I'm adding concatenating files and rotating soon.
+
+ BTW the archives contain the source code, linux binary, and a visual studio .vcproj file and a README + file.
+

+
+
+
15. tonfPosted: Aug 7th, 2007 - 11:59:54 pm +
+
+
yo hang on making that more public yet. Textures were broken, but now they're fixed, + and all I've got left now is rotate
+

+
[ 1 2 + ]

+
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/Terrain_Generator-User_Created_Maps.html b/subpages/Terrain_Generator-User_Created_Maps.html new file mode 100644 index 0000000..6adfc3e --- /dev/null +++ b/subpages/Terrain_Generator-User_Created_Maps.html @@ -0,0 +1,745 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
Castle + Attack - []v[] - NemPosted: Mar 6th, 2006 - 6:22:51 pm +
+
+
+ + + + + + + +
+ + Castle Attack

+ Castle Attack + +
+ + Author: []v[]
+ Map Title: Castle Attack
+ Author's Homepage: []v[]'s + Site
+ Author's E-Mail: castleattack@mannsreality.co.uk
+
+ Description: A group of Allied soldiers have been air-dropped into the village, they will + hope to gain the radio parts and documents, then repair the radio and transmit the documents + from the + damaged village radio. Defend the castle at all costs. And prevent the allies from transmitting + the documents. + + +
+
+
+
Modified: Jul 31st, 2006 - 1:00:47 pm[ 3 + Comments ] +
+
+

+
+
+
For + My Babies 100 - Mike Woodham - NemPosted: Oct 21st, 2004 - 6:49:25 pm +
+
+
+ + + + + + + +
+ + For My Babies 100

+ For My Babies 100 + +
+ + Author: Mike Woodham
+ Map Title: For My Babies 100
+ Author's Homepage: Mike Woodham's + Site
+ Author's E-Mail: boss@mikewoodham.com
+
+ Description: A Quake 1 level. + +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
de_wooden4ce + - Christian Kaburek - NemPosted: Nov 29th, 2003 - 10:31:25 am +
+
+
+ + + + + + + +
+ + de_wooden4ce

+ de_wooden4ce + +
+ + Author: Christian Kaburek
+ Map Title: de_wooden4ce
+ Author's Homepage: Christian + Kaburek's Clan's Site
+ Author's E-Mail: hologramm@w4wooden4ce.at
+
+ Description: When I found out about your Terrain Generator I picked up my work again and + finished it today (19. Nov. 2003). It is only intended to be a nice looking map rather than a + well designed gameplay map. I may use it as a landscape for a movie. However it is rather big + (~10MB) and has a sculpture in it I was working on besides mapping. Underneath is a verly large + Cave. + +
+
+
+
Modified: Dec 5th, 2003 - 6:36:02 pm[ 2 + Comments ] +
+
+

+
+
+
Untitled + - Hike 1 - NemPosted: Aug 9th, 2003 - 12:50:49 pm +
+
+
+ + + + + + + +
+ + Untitled

+ Untitled + +
+ + Author: Hike 1
+ Map Title: Untitled
+ Author's Homepage: Hike + 1's Site
+ Author's E-Mail: hike1213@yahoo.com
+
+ Description: Various screenshots from worlds created by Hike 1. + +
+
+
+
[ Comment + ] +
+
+

+
+
+
de_area51 + - ooNate - NemPosted: Jun 1st, 2003 - 12:44:22 pm +
+
+
+ + + + + + + +
+ + Area 51

+ Area 51 + +
+ + Author: ooNate
+ Map Title: Area 51
+ Author's Homepage: None
+ Author's E-Mail: oonate69@hotmail.com
+
+ Description: Bomb defuse level set in area 51. It is the job of the terrorists to destroy + the alien technology storehouse. + +
+
+
+
Modified: Jul 2nd, 2003 - 11:35:33 am[ 6 + Comments ] +
+
+

+
+
+
Untitled + - Mike W. - NemPosted: May 26th, 2003 - 7:48:37 pm +
+
+
+ + + + + + + +
+ + Untitled

+ Untitled + +
+ + Author: Mike W.
+ Map Title: Untitled
+ Author's Homepage: AI + Hunter
+ Author's E-Mail: gekido@uber-geek.ca
+
+ Description: Screenshots from various levels from AI Hunter built on the Reality + Factory engine. + +
+
+
+
Modified: Jul 2nd, 2003 - 11:28:50 am[ Comment + ] +
+
+

+
+
+
leray20 + - Le Ray - NemPosted: May 26th, 2003 - 7:43:41 pm +
+
+
+ + + + + + + +
+ + Europa Base 468 + + + + Author: Le Ray
+ Map Title: Europa Base 468
+ Author's Homepage: Le + Ray's Quake 2 Maps
+ Author's E-Mail: quake2leray@hotmail.com
+
+ Description: A Quake 2 level. + +
+
+
+
Modified: Mar 4th, 2004 - 10:49:48 am[ 2 + Comments ] +
+
+

+
+
+
Untitled + - Nemesis - NemPosted: May 26th, 2003 - 7:39:46 pm +
+
+
+ + + + + + + +
+ + Untitled

+ Untitled + +
+ + Author: Nemesis
+ Map Title: Untitled
+ Author's Homepage: DSA
+ Author's E-Mail: nem_phx@freenet.de
+
+ Description: Conversion from the world of DSA, a famous german RPG. + +
+
+
+
Modified: Jul 2nd, 2003 - 11:28:17 am[ Comment + ] +
+
+

+
+
+
cs_arcticruins + - CodE-E - NemPosted: May 26th, 2003 - 7:36:40 pm +
+
+
+ + + + + + + +
+ + Arctic Ruins

+ Arctic Ruins + +
+ + Author: CodE-E
+ Map Title: Arctic Ruins
+ Author's Homepage: CodE-E's Site
+ Author's E-Mail: code_e@hotmail.com
+
+ Description: This map is set around a ruin in the middle of Syberia, where a group of + local terrorists have taken a group of very important scientsts hostage. The map is medium sized + and has a relatively fast gameplay pace. It's best with 6+ players, but also works for 1 on 1's. + +
+
+
+
Modified: Jul 2nd, 2003 - 11:27:58 am[ Comment + ] +
+
+

+
+
+
de_bridge + - CodE-E - NemPosted: May 26th, 2003 - 7:33:19 pm +
+
+
+ + + + + + + +
+ + Bridge

+ Bridge + +
+ + Author: CodE-E
+ Map Title: Bridge
+ Author's Homepage: CodE-E's Site
+ Author's E-Mail: code_e@hotmail.com
+
+ Description: This is a very small map, which is suited for only a few players (although + for deathmatch fans it will be fun with many players too, I guess). It's really more of a + eye-candy map than a serious Counter-Strike map. I made the main chunk of the terrain with Nem's + Terrain editor. I tweaked it a bit, added the river, added clips, the bridge and the crates in + WorldCraft. + +
+
+
+
Modified: Jul 2nd, 2003 - 11:27:41 am[ 2 + Comments ] +
+
+

+
+
+
up_pipeline + - Nemesis - NemPosted: May 26th, 2003 - 7:28:39 pm +
+
+
+ + + + + + + +
+ + Arctic Pipeline

+ Arctic Pipeline + +
+ + Author: Nemesis
+ Map Title: Arctic Pipeline
+ Author's Homepage: Nem's + Tools
+ Author's E-Mail: ryansgregg@hotmail.com
+
+ Description: Little piece I worked on for the Uncrossable Parallels mod to showcase + Terrain Generators capabilities. This was made with one of the very fist versions of TG, 1.0.1 I + belive. Its come a hell of a long way since I first created this map. You can expect the map in + the first beta of UP's release. + +
+
+
+
Modified: Jul 2nd, 2003 - 11:27:13 am[ 3 + Comments ] +
+
+

+
+
+
Add + Your Map - NemPosted: May 26th, 2003 - 7:01:47 pm +
+
+
+

If you've created a map with Terrain Generator and you'd like to see it included on this page then + please send me an e-mail at ryansgregg@hotmail.com. + Be sure to include one or two pictures of your map (under 1024 * 768 pixels), your name, your maps + title, the URL to your homepage, your e-mail address, and a brief description of the map. Don't worry + if the map isn't for Counter-Strike or even Half-Life.

+
+
+
[ 1 + Comment ] +
+
+
+
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+
Terrain Generator
+ +

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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/VTFLib-FAQ.html b/subpages/VTFLib-FAQ.html new file mode 100644 index 0000000..b88c14d --- /dev/null +++ b/subpages/VTFLib-FAQ.html @@ -0,0 +1,255 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
VTFLib + FAQ - NemPosted: Mar 26th, 2006 - 1:12:56 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

When I launch VTFEdit I get the following error message:
"The application failed to + initialize properly (0xc0000135). Click ok to terminate the application."

+
+
A.
+
+

VTFEdit is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
Q.
+
+

When I launch VTFEdit I get the following error message:
"A required .DLL file, + MSCOREE.DLL, was not found."

+
+
A.
+
+

VTFEdit is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads + page for more information.

+
+
+ +

Ask a question...

+
+
+
[ 26 + Comments ] +
+
+
+
+
+
+
VTFLib
+
» About
+ » Download
+ » Revision + History
+ » FAQ
+
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+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/VTFLib-Revision History.html b/subpages/VTFLib-Revision History.html new file mode 100644 index 0000000..79d08b8 --- /dev/null +++ b/subpages/VTFLib-Revision History.html @@ -0,0 +1,565 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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+ +
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VTFLib + v1.3.2 - NemPosted: Jul 25th, 2011 - 3:37:39 pm +
+
+
+
    +
  • VTFLib - Improved support for version 7.5 of the VTF format.
  • +
+
+
+
[ 9 + Comments ] +
+
+

+
+
+
VTFLib + v1.3.1 - NemPosted: Aug 1st, 2010 - 6:01:20 pm +
+
+
+
    +
  • VTFLib - Added support for version 7.5 of the VTF format.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
VTFLib + v1.3.0 - NemPosted: Apr 27th, 2010 - 12:36:58 am +
+
+
+
    +
  • VTFLib - Added support for x64.
  • +
  • VTFLib - Removed Visual Studio 2003 solution.
  • +
  • VTFLib - Removed Visual Studio 6 solution.
  • +
  • VTFLib - Upgraded NVDXT library to 8.31.1127.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
VTFLib + v1.2.7 - NemPosted: Apr 1st, 2008 - 5:31:30 pm +
+
+
+
    +
  • VTFLib - Added support for version 7.4 of the VTF format.
  • +
  • VTFLib - Added custom author information resource.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
VTFLib + v1.2.6 - NemPosted: Sep 14th, 2007 - 3:27:34 am +
+
+
+
    +
  • VTFLib - Added support for version 7.3 of the VTF format.
  • +
  • VTFLib - Added loose VMT parsing mode.
  • +
  • VTFLib - Added Visual Studio 2005 solution.
  • +
  • VTFLib - Added Visual Studio 6 solution.
  • +
  • VTFLib - Improved various error messages.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
VTFLib + v1.2.5 - NemPosted: Mar 10th, 2007 - 6:07:53 pm +
+
+
+
    +
  • VTFLib - Tightly packed all structures to ease importing.
  • +
  • VTFLib - Upgraded NVDXT library to 8.31.0225.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
VTFLib + v1.2.4 - NemPosted: Mar 10th, 2007 - 6:07:17 pm +
+
+
+
    +
  • VTFLib - Added recognition for new HDR formats.
  • +
  • VTFLib - Added optimal convertion paths for common convertions.
  • +
  • VTFLib - Improved .vmt parsing.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
VTFLib + v1.2.3 - NemPosted: Mar 26th, 2006 - 1:11:23 pm +
+
+
+
    +
  • VTFLib - Added linear shifting and gamma correction to tone mapping.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
VTFLib + v1.2.2 - NemPosted: Mar 26th, 2006 - 1:11:08 pm +
+
+
+
    +
  • VTFLib - Added support for zero mipmap textures.
  • +
  • VTFLib - Fixed volume texture image data offsets.
  • +
  • VTFLib - Fixed volume texture reflectivity calculation.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
VTFLib + v1.2.1 - NemPosted: Mar 26th, 2006 - 1:09:37 pm +
+
+
+
    +
  • VTFLib - Added tone mapping.
  • +
  • VTFLib - Rewrote all format conversion code.
  • +
+
+
+
[ 1 + Comment ] +
+
+

+
+
+
VTFLib + v1.2.0 - NemPosted: Mar 26th, 2006 - 1:09:18 pm +
+
+
+
    +
  • VTFLib - Added partial support for version 7.2 of the VTF format.
  • +
  • VTFLib - Fixed RGBA16161616F encoding and decoding.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
VTFLib + v1.1.3 - NemPosted: Mar 26th, 2006 - 1:08:49 pm +
+
+
+
    +
  • VTFLib - Improved .vmt parsing.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
VTFLib + v1.1.2 - NemPosted: Mar 26th, 2006 - 1:08:35 pm +
+
+
+
    +
  • VTFLib - Upgraded NVDXT library to 7.83.0629.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
VTFLib + v1.1.1 - NemPosted: Mar 26th, 2006 - 1:08:21 pm +
+
+
+
    +
  • VTFLib - Extended CVTFFile class.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
VTFLib + v1.1.0 - NemPosted: Mar 26th, 2006 - 1:08:03 pm +
+
+
+
    +
  • VTFLib - Added .vtf and .vmt proc load and save code.
  • +
  • VTFLib - Added .vtf signature check.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
VTFLib + v1.0.2 - NemPosted: Mar 26th, 2006 - 1:07:29 pm +
+
+
+
    +
  • VTFLib - Added .vtf resize code.
  • +
  • VTFLib - Improved reflectivity compution code.
  • +
  • VTFLib - Improved NVDXT library error detection.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
VTFLib + v1.0.1 - NemPosted: Mar 26th, 2006 - 1:06:57 pm +
+
+
+
    +
  • VTFLib - Added C .vmt saving routines.
  • +
  • VTFLib - Added additional C .vmt transversal routines.
  • +
  • VTFLib - Rewrote .vmt parser to be more lenient.
  • +
+
+
+
[ Comment + ] +
+
+
+
+
+
+
VTFLib
+
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+ » FAQ
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/virtuAMP-FAQ.html b/subpages/virtuAMP-FAQ.html new file mode 100644 index 0000000..f80921e --- /dev/null +++ b/subpages/virtuAMP-FAQ.html @@ -0,0 +1,366 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
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virtuAMP + FAQ - NemPosted: Jul 4th, 2007 - 3:13:10 pm +
+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+
Q.
+
+

How do I connect my guitar to my computer?

+
+
A.
+
+

There are two cheap solutions to this question:

+
    +
  1. Obtain a 1/4" (6.35 mm) mono to 1/8" (3.5 mm) mono adapter. Such adapters are available + at most good audio/video stores. A stereo adapter should also do the job. You should then + be able to connect a standard 1/4" guitar cable into the 1/8" line-in or microphone input + on your computer. Play as usual using either headphones or speakers.
  2. +
  3. Obtain a microphone and a set of headphones, connect your microphone to your computer's + microphone input and your headphones to your computer's headphone output. Play into your + microphone.
  4. +
+
+
Q.
+
+

Why do my speakers pop when I play my guitar through virtuAMP?

+
+
A.
+
+

Your computer isn't able to process audio buffers fast enough before receiving the next + audio buffer. This is usually caused by a slow CPU or cheap sound card. You can mitigate the + effect by trying any combination of the following three settings:

+
    +
  1. Audio Driver: Try switching between the Windows Multimedia and DirectSound audio + drivers. The DirectSound audio driver should provide better priority for audio processing, + but requires Windows XP and up.
  2. +
  3. Audio Buffer Denominator: Try increasing the delay between audio buffer capture and + playback by decreasing the audio buffer denominator setting one step at a time. Allow a + few seconds to determine effectiveness.
  4. +
  5. Audio Buffer FPS: Try decreasing the display frame rate by decreasing the audio buffer + FPS setting. This will provide more CPU time for audio processing.
  6. +
+
+
Q.
+
+

How do I connect foot pedals to virtuAMP?

+
+
A.
+
+

virtuAMP does not support foot pedals, but you can use your keyboard to toggle effects on + and off. To add a shortcut:

+
    +
  1. Select an effect.
  2. +
  3. While holding the shift key, press the button you wish to use to toggle the effect (you + can assign the same key to multiple effects).
  4. +
  5. The name of the key you selected should appear in the status bar at the bottom of your + screen.
  6. +
  7. Repeat 1-3 for each effect you with to add a shortcut to.
  8. +
+

To remove a shortcut:

+
    +
  1. Select an effect.
  2. +
  3. While holding the shift key, press delete.
  4. +
  5. Repeat 1-2 for each effect you with to remove a shortcut from.
  6. +
+
+
Q.
+
+

Why can't the Player/Recorder effect play my .wav file?

+
+
A.
+
+

virtuAMP only supports 8 or 16 bit PCM, and 32 bit or 64 bit IEEE floating point .wav files + sampled at 44100 Hz.

+

You may use Audacity + to convert your .wav files to an accepted format.

+

You may also encounter problems if the .wav file is opened in another program, or by + virtuAMP for recording. Check the log.txt file in your installation folder for detailed + error messages.

+
+
Q.
+
+

How do I improve my sound quality?

+
+
A.
+
+

virtuAMP is not meant to be a replacement for real guitar amplifiers or professional studio + equipment. Having said that, there are many factors that will affect the quality of sound + virtuAMP can produce. Your audio card and speakers are probably the most important factors + (most computers come with a cheap on-board sound card), and a slow CPU can lead to audible + popping as audio buffers aren't processed before they are needed. Upgrading any of these + things may lead to a better overall sound.

+
+
+ +

Ask a question...

+
+
+
Modified: Sep 4th, 2007 - 8:15:19 pm[ 22 + Comments ] +
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virtuAMP
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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/virtuAMP-Requirements.html b/subpages/virtuAMP-Requirements.html new file mode 100644 index 0000000..cadb9dd --- /dev/null +++ b/subpages/virtuAMP-Requirements.html @@ -0,0 +1,233 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
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+
+
virtuAMP + Requirements - NemPosted: Jul 4th, 2007 - 3:12:26 pm +
+
+
System Requirements: +
    +
  • 2.0 Ghz Pentium 4 Class CPU or equivalent
  • +
  • 256 MB RAM
  • +
  • 3D Video Adaptor
  • +
  • Audio Adaptor
  • +
  • Supported Operating Systems: +
      +
    • Windows Vista
    • +
    • Microsoft Windows® Server 2003
    • +
    • Windows XP
    • +
    • Windows 2000
    • +
    • Windows Millennium Edition
    • +
    • Windows 98
    • +
    • Microsoft Windows NT» 4.0 Service Pack 6a
    • +
    +
  • +
+ + System Recommendations: +
    +
  • 3.0 Ghz Pentium 4 Class CPU or equivalent.
  • +
  • 512 MB RAM
  • +
  • 3D Video Adaptor with latest drivers (NVIDIA, ATI, Matrox etc.)
  • +
  • High Quality Audio Adaptor
  • +
+
+
+
Modified: Sep 4th, 2007 - 8:12:29 pm[ Comment + ] +
+
+
+
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+
virtuAMP
+ +

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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file diff --git a/subpages/virtuAMP-Revision History.html b/subpages/virtuAMP-Revision History.html new file mode 100644 index 0000000..ddf1e6e --- /dev/null +++ b/subpages/virtuAMP-Revision History.html @@ -0,0 +1,296 @@ + + + + Nem's Tools [Home - News] + + + + + + + + + + +
This is archived copy of currently unavailable Nem's + Tools website, restored from Web Archive.
+ Download section now provides links to both Web Archive and to unofficial Github mirror. +
+
+
+
+ +
+
+
+
+
+
+
+
virtuAMP + v1.2.1 - NemPosted: May 25th, 2008 - 1:16:50 pm +
+
+
+
    +
  • VA - Added Metronome effect.
  • +
  • VA - Added Matrix option to Flanger.
  • +
+
+
+
[ 2 + Comments ] +
+
+

+
+
+
virtuAMP + v1.2.0 - NemPosted: Mar 20th, 2008 - 1:54:07 am +
+
+
+
    +
  • VA - Added Automatic Wah effect.
  • +
  • VA - Added Boost effect.
  • +
  • VA - Added Chorus effect.
  • +
  • VA - Added Envelope Filter effect.
  • +
  • VA - Added FFT Spectrum.
  • +
  • VA - Added Fader effect.
  • +
  • VA - Added Loop Station effect.
  • +
  • VA - Added Octave effect.
  • +
  • VA - Added Parallel Feedback Loop effect.
  • +
  • VA - Added Ring Modulator effect.
  • +
  • VA - Added Vibrato effect.
  • +
  • VA - Added Reverse and Long option to Delay.
  • +
  • VA - Added Additive mode to Feedback Loop.
  • +
  • VA - Added Center DC option to Preamp.
  • +
  • VA - Rewrote Equalizer effect.
  • +
  • VA - Rewrote Flanger effect.
  • +
  • VA - Rewrote Reverb effect.
  • +
+
+
+
[ 3 + Comments ] +
+
+

+
+
+
virtuAMP + v1.1.0 - NemPosted: Sep 4th, 2007 - 8:17:09 pm +
+
+
+
    +
  • VA - Added Feedback Loop effect.
  • +
  • VA - Added Flanger effect.
  • +
  • VA - Added audio options to main menu.
  • +
  • VA - Added full duplex DirectSound driver.
  • +
  • VA - Improved Windows Multimedia driver.
  • +
  • VA - Fixed Windows Vista audio.
  • +
  • VA - Fixed Windows Vista graphics.
  • +
+
+
+
[ Comment + ] +
+
+

+
+
+
virtuAMP + v1.0.0 - NemPosted: Jul 4th, 2007 - 3:12:00 pm +
+
+
+
    +
  • VA - Original build.
  • +
+
+
+
[ Comment + ] +
+
+
+
+
+
+
virtuAMP
+ +

+
+
Login
+
+
+
Username:
+
+
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Password:
+
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+
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+
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+ +
+
+
New Users
+ +
+ +
+
+
+
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Newest Member
+
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+
+

+
+
Elite Spammers
+ +
+
+ + + +
+
+
+
+
+
Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
+
+
+
+ + + \ No newline at end of file -- cgit v1.2.3