From 5ebcd5b0d5793a29b28b6c4344a7adda3bdfd15d Mon Sep 17 00:00:00 2001 From: Maxxiii <30539708+Maxxiii@users.noreply.github.com> Date: Wed, 16 Sep 2020 18:53:32 +0300 Subject: Update more local links in comments --- subpages/Comments/Terrain_Generator-page1.html | 195 ++++++++++++++----------- 1 file changed, 112 insertions(+), 83 deletions(-) (limited to 'subpages/Comments/Terrain_Generator-page1.html') diff --git a/subpages/Comments/Terrain_Generator-page1.html b/subpages/Comments/Terrain_Generator-page1.html index 900a902..159cd74 100644 --- a/subpages/Comments/Terrain_Generator-page1.html +++ b/subpages/Comments/Terrain_Generator-page1.html @@ -326,7 +326,8 @@
16. billPosted: Feb 8th, 2005 - 12:58:23 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1318">billPosted: Feb 8th, 2005 - 12:58:23 am
@@ -336,7 +337,8 @@
17. billPosted: Feb 8th, 2005 - 1:01:35 am + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1318">billPosted: Feb 8th, 2005 - 1:01:35 am
oh and wads didnt come with it, there are none in any half life 2 folders that i can @@ -345,7 +347,8 @@
18. NemPosted: Feb 8th, 2005 - 11:28:30 am + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">NemPosted: Feb 8th, 2005 - 11:28:30 am
You can edit comments...

Anyways, Terrain Generator does not support @@ -360,7 +363,8 @@
19. billPosted: Feb 8th, 2005 - 12:52:40 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1318">billPosted: Feb 8th, 2005 - 12:52:40 pm
@@ -369,7 +373,8 @@
20. Stu L TissimusPosted: Feb 8th, 2005 - 1:15:18 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1320">Stu + L TissimusPosted: Feb 8th, 2005 - 1:15:18 pm
@@ -389,7 +394,8 @@
21. NemPosted: Feb 8th, 2005 - 5:40:45 pm + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">NemPosted: Feb 8th, 2005 - 5:40:45 pm
Can you describe to me what you are doing to import the heightmap?
@@ -397,7 +403,8 @@
22. Stu L TissimusPosted: Feb 9th, 2005 - 1:55:30 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1320">Stu + L TissimusPosted: Feb 9th, 2005 - 1:55:30 pm
@@ -418,7 +425,8 @@
23. Stu L TissimusPosted: Feb 9th, 2005 - 1:56:32 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1320">Stu + L TissimusPosted: Feb 9th, 2005 - 1:56:32 pm
@@ -427,7 +435,8 @@
24. NemPosted: Feb 9th, 2005 - 5:22:03 pm + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">NemPosted: Feb 9th, 2005 - 5:22:03 pm
It could have been that your grid was so coarse the terrain was getting knocked to 0. @@ -437,19 +446,20 @@
25. thebeebsterPosted: May 14th, 2005 - 12:37:20 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1579">thebeebsterPosted: May 14th, 2005 - 12:37:20 pm
Hi nem i was sorta wondering if it is possible to edit the gcf s. like take files - right out and put your own in?package
+ right out and put your own in?package

26. Chris CunninghamPosted: May 19th, 2005 - + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1587">Chris + CunninghamPosted: May 19th, 2005 - 7:01:41 am
@@ -460,7 +470,8 @@
27. NemPosted: May 19th, 2005 - 1:45:14 pm + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">NemPosted: May 19th, 2005 - 1:45:14 pm
TG v3? No chance, it's code is to embarrassing (this was my very first C# @@ -470,32 +481,32 @@
28. newbie mapperPosted: Jul 16th, 2005 - 3:52:39 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1673">newbie + mapperPosted: Jul 16th, 2005 - 3:52:39 pm
Where can I get the link for this Terrain Generator? lazy
+ src="../../images/emotes/lazy.gif" width="32" height="32" alt="lazy" />

29. ellisdPosted: Aug 23rd, 2005 - 10:05:03 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1728">ellisdPosted: Aug 23rd, 2005 - 10:05:03 am
-
happy Hey can I use this thing to make a good tattain for JK3 ( Jedi Knight Jedi - Academy )? It's Quike 3 based I think! waaa
+
happy Hey + can I use this thing to make a good tattain for JK3 ( Jedi Knight Jedi + Academy )? It's Quike 3 based I think! waaa

30. NoBodyPosted: Aug 23rd, 2005 - 12:56:28 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=708">NoBodyPosted: Aug 23rd, 2005 - 12:56:28 pm
@@ -505,7 +516,8 @@
31. turboguy_81Posted: Sep 16th, 2005 - 1:55:05 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1752">turboguy_81Posted: Sep 16th, 2005 - 1:55:05 am
@@ -519,7 +531,8 @@
32. Goodfella_DealPosted: Oct 18th, 2006 - + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2412">Goodfella_DealPosted: Oct 18th, 2006 - 1:34:22 pm
@@ -540,7 +553,8 @@
33. NemPosted: Oct 19th, 2006 - 3:38:17 pm + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">NemPosted: Oct 19th, 2006 - 3:38:17 pm
Not sure what the problem is. TG doesn't do anything special to the terrain it @@ -550,7 +564,8 @@
34. Goodfella_DealPosted: Oct 21st, 2006 - + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2412">Goodfella_DealPosted: Oct 21st, 2006 - 10:51:00 am
@@ -564,7 +579,8 @@
35. orgleePosted: Dec 21st, 2006 - 9:23:32 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2521">orgleePosted: Dec 21st, 2006 - 9:23:32 pm
@@ -575,7 +591,8 @@
36. StinoModified: Dec 30th, 2006 - 7:15:51 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1148">StinoModified: Dec 30th, 2006 - 7:15:51 am
@@ -592,7 +609,8 @@
37. NemPosted: Dec 30th, 2006 - 10:57:12 pm + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">NemPosted: Dec 30th, 2006 - 10:57:12 pm
There is a grid setting in one of the menus you need to disable (I don't have TG on @@ -601,7 +619,8 @@
38. Oblivion3794Modified: Jan 14th, 2007 - + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2550">Oblivion3794Modified: Jan 14th, 2007 - 7:19:08 am
@@ -610,7 +629,8 @@
39. FuzzyModified: Jan 19th, 2007 - 12:21:14 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2557">FuzzyModified: Jan 19th, 2007 - 12:21:14 pm
@@ -715,7 +735,8 @@
40. NemPosted: Jan 19th, 2007 - 2:14:43 pm + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">NemPosted: Jan 19th, 2007 - 2:14:43 pm
You're going to want to fix your leak as this will add all kinds of unnecessary @@ -724,7 +745,8 @@
41. rj_jacob101Posted: May 3rd, 2007 - 3:36:52 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2759">rj_jacob101Posted: May 3rd, 2007 - 3:36:52 pm
@@ -736,7 +758,8 @@
42. IcoephPosted: Jun 5th, 2007 - 11:27:12 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2797">IcoephPosted: Jun 5th, 2007 - 11:27:12 pm
@@ -748,13 +771,13 @@ the terrain editor to match the buildings I already have constructed in Hammer.

Is there a simple way to do this so it fits my work precisely or is it simply shots in the dark? shrug
+ src="../../images/emotes/shrug.gif" width="32" height="32" alt="shrug" />

43. cluelessdolphinPosted: Jun 7th, 2007 - + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2799">cluelessdolphinPosted: Jun 7th, 2007 - 10:55:04 am
@@ -764,15 +787,15 @@
44. NemPosted: Jun 10th, 2007 - 1:17:43 pm + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">NemPosted: Jun 10th, 2007 - 1:17:43 pm
Icoeph:
Is there a simple way to do this so it fits my work precisely or is it simply shots - in the dark? shrug

Right now, there is no way to import your map as a reference. + in the dark? shrug
+
Right now, there is no way to import your map as a reference. Generally I start with the terrain then add other geometry.

cluelessdolphin:
I am a newbie and downloaded the program with no issues. When I go to tools / @@ -786,7 +809,8 @@
45. jm3dPosted: Jun 22nd, 2008 - 8:19:14 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3322">jm3dPosted: Jun 22nd, 2008 - 8:19:14 am
@@ -807,13 +831,13 @@
46. bamman62Posted: Sep 30th, 2008 - 9:05:00 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3454">bamman62Posted: Sep 30th, 2008 - 9:05:00 pm
Brilliant tool, I was looking for a long time for a program like this love
+ src="../../images/emotes/love.gif" width="32" height="32" alt="love" />

Anyway, I would kinda like the ability to tunnel into the landscape to make some caves and stuff :P. (Other programs don't seem to export to .vmf so...)
@@ -822,28 +846,30 @@
47. NemPosted: Sep 30th, 2008 - 9:52:23 pm + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">NemPosted: Sep 30th, 2008 - 9:52:23 pm
These is a cave tutorial here. + href="../Terrain_Generator-Tutorials/Making_A_Cave.html">here.

48. bamman62Posted: Sep 30th, 2008 - 10:39:03 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3454">bamman62Posted: Sep 30th, 2008 - 10:39:03 pm
That reply was a lot faster than I expected alarmed Thanks ^_^
+ src="../../images/emotes/alarmed.gif" width="32" height="32" alt="alarmed" /> Thanks ^_^

49. horroxPosted: Oct 3rd, 2008 - 2:51:24 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3457">horroxPosted: Oct 3rd, 2008 - 2:51:24 pm
@@ -853,20 +879,20 @@
50. jungrok5Posted: Dec 4th, 2008 - 10:27:45 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3546">jungrok5Posted: Dec 4th, 2008 - 10:27:45 am
I need Capture function.
Could you add Capture function please?
- thank you.watermelon
+ thank you.watermelon

51. jungrok5Posted: Dec 4th, 2008 - 10:32:18 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3546">jungrok5Posted: Dec 4th, 2008 - 10:32:18 am
@@ -874,26 +900,25 @@
First, Make new project
then
- Tools -> Option -> Packages -> Add package or Add Foldersad
+ Tools -> Option -> Packages -> Add package or Add Foldersad

52. MaximosaPortalPosted: Feb 26th, 2009 - + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3660">MaximosaPortalPosted: Feb 26th, 2009 - 9:55:24 pm
I can't find any HL2/Source games WADs,can anyone help me about this? Thanks - -MaximosaPortal walking
+ -MaximosaPortal walking

53. StojkePosted: May 7th, 2009 - 4:29:31 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3741">StojkePosted: May 7th, 2009 - 4:29:31 am
@@ -909,18 +934,17 @@
The first image was the opened file in hammer after it was generated by terrain editor, and the other two are .bsp files.
- The first one is textured and the other is wireframed. exploding
+ The first one is textured and the other is wireframed. exploding

- Im a experienced noob at hammer and please help if you can. apple
+ Im a experienced noob at hammer and please help if you can. apple

54. Timur4iKPosted: Jul 3rd, 2009 - 10:24:22 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3799">Timur4iKPosted: Jul 3rd, 2009 - 10:24:22 am
@@ -930,7 +954,8 @@
55. davidparks21Posted: Jul 25th, 2009 - 2:47:00 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3819">davidparks21Posted: Jul 25th, 2009 - 2:47:00 am
@@ -950,7 +975,8 @@
56. NachomanPosted: Aug 7th, 2009 - 4:39:48 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3835">NachomanPosted: Aug 7th, 2009 - 4:39:48 pm
@@ -959,7 +985,8 @@
57. izodPosted: Aug 7th, 2009 - 9:41:19 pm + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3836">izodPosted: Aug 7th, 2009 - 9:41:19 pm
How do you load these in Hammer?
@@ -967,7 +994,8 @@
58. valekkongPosted: Oct 7th, 2009 - 8:06:29 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3897">valekkongPosted: Oct 7th, 2009 - 8:06:29 am
@@ -976,7 +1004,8 @@
59. luderPosted: Apr 30th, 2010 - 2:31:18 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=4046">luderPosted: Apr 30th, 2010 - 2:31:18 pm
@@ -987,7 +1016,8 @@
60. Fourty-SevenPosted: Apr 30th, 2010 - 3:45:09 + href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=4045">Fourty-SevenPosted: Apr 30th, 2010 - 3:45:09 pm
@@ -996,8 +1026,7 @@
When i tweak it a little( like player start and lights) and compile it to .bsp the map turns to sh*t. The entire map gets filled with blocks.

The first image was the opened file in hammer after it was generated by terrain editor, and the other two are .bsp files.
The - first one is textured and the other is wireframed. exploding

Im a experienced noob at hammer and please help if you can.


-- cgit v1.2.3