From b430c2dfd6247f4e16b97bcbed2abc2f1fc8c0a8 Mon Sep 17 00:00:00 2001 From: Maxxiii <30539708+Maxxiii@users.noreply.github.com> Date: Sun, 20 Sep 2020 15:41:37 +0300 Subject: Add comments for all FAQ pages, ... add remaining comments for tutorials for Batch Compiler and Terrain Generator --- subpages/Comments/Terrain_Generator_FAQ-page2.html | 1060 ++++++++++++++++++++ 1 file changed, 1060 insertions(+) create mode 100644 subpages/Comments/Terrain_Generator_FAQ-page2.html (limited to 'subpages/Comments/Terrain_Generator_FAQ-page2.html') diff --git a/subpages/Comments/Terrain_Generator_FAQ-page2.html b/subpages/Comments/Terrain_Generator_FAQ-page2.html new file mode 100644 index 0000000..82098d8 --- /dev/null +++ b/subpages/Comments/Terrain_Generator_FAQ-page2.html @@ -0,0 +1,1060 @@ + + + + Nem's Tools [Terrain Generator - FAQ - Terrain Generator FAQ] + + + + + + + + + + +
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 this unofficial Github mirror. +
+
+
+
+ +
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+
+
+
+
+
+
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[ 71449 Views ] +
+
+

+ +
[ + 1 + 2 + ]

+ + + +
+
+
61. BluefangPosted: Oct 29th, 2004 - 6:27:03 + pm +
+
+

Hey timmo

I just tryed using it on my computer and I had no + issues.

try a couple things:

A) remove your current installation.
B) + Download + the latest version in ARCHIVE format (no installer)

at the very monimum try deleteing the + config folder.

also, try re-extracting the halflife.wad from the GCf files (if you are + using + Steam). It is possible that it may be corrupt. also try loading a difrent WAD.

ALSO:
+
Quote:
+

Nem Wrote:
TG wasn't really designed to handle the halflife.wad + (as it’s a massive 36 megs of tex data). It can load it; it just takes a fair bit of time. The + maximum + number of WAD files TG can handle is 255.

Loading a folder doesn’t load texture packages, + it loads images (.bmp, .jpg, .tga and .wal are currently supported).

You can speed up + loading of large .wad files be extracting their textures to a folder. (wad2bmp can handle this quite + well).


So I guess that might also be part of the problem. When I tryed + loading + the halflife.wad, TG hung for about 2 minutes. IT DID NOT CRASH. due to the size of the WAD, TG was + just + probably bogged down importing it. Try giving it a couple minutes.

if time dosn't work, I + suppose a tempory fix would be to use [utl=http://www.telefragged.com/wally/]Wally[/url] and to copy + the + textures you want to use and make your own 'halflife.wad'.
+
+
+ I think giving it a couple minutes to process the WAD will work. it will look like the program hangs + and + it will go non-responcive in the task manager, but give it time.
+
+

+
+
+
62. timmoPosted: Oct 30th, 2004 - 1:39:23 + am +
+
+

+ Hi Bluefang, well you're right. It takes a little while but it does load. You have to have the same + wads + in WC as you use in TG for a saved terrain to carry over. Many thx. Another question though Nem. Any + pointers or thoughts about carving into a terrain to make holes. How does carving effect the division + of + the quads?
+ Great programme thx.
+
+

+
+
+
63. NemPosted: Oct 30th, 2004 - 9:36:46 am +
+
+

+ You mean carving in Hammer? The compile tools already don't like terrain so it can't be too much + worse... Usually I try to work within the generated triangular brushes though.
+
+

+
+
+
64. GadrielPosted: Mar 8th, 2005 - 12:42:48 + am +
+
+
Hmm, what are the formatting requirements for heightmaps? I suspect they need to be + greyscale, as usual, but what other formatting requirements are there?sad
+

+
+
+
65. NemPosted: Mar 8th, 2005 - 11:42:54 am +
+
+
There are no format constraints, they don't even have to be greyscale (TG will + average the RGB color and use that for the height value). If you can't see anything after generation, + try reducing your grid size or scaling the heightmap.
+

+
+
+
66. pallmanniPosted: Mar 8th, 2005 - 4:14:52 + pm +
+
+
erm... i press the button, "new" and after that the software stops, if i + press anything it only comes a beep
+
+ what
+

+
+
+
67. NemPosted: Mar 8th, 2005 - 5:23:48 pm +
+
+
Terrain Generator can only handle terrains in the neighbourhood of 512x512 + triangles + depending on your setup (preferably less than 256x256). Terrain Generator 4 will be able to handle + larger terrains when it is released.
+

+
+
+
68. bluefireModified: Mar 12th, 2005 - 9:41:16 + pm +
+
+
I have all the required software to run the program (except instead of .Net + Framework + 1.1 I have the new beta) and when I click to create a new map (no matter what size) it just locks up + the + program. sad
+
+ Just as I thought, as soon as I downgraded it worked again.
+

+
+
+
69. BluefangPosted: Mar 13th, 2005 - 5:28:57 + pm +
+
+
Well it is called a beta for a reason. It probably has a handfull of bugs to say + the + least.
+

+
+
+
70. NemPosted: Mar 15th, 2005 - 2:08:54 am +
+
+
Could be one of two things:
+
+ 1) v2.0 of the .NET Framework is in beta and most likely has some bugs. This could affect Terrain + Generator in unpredictable ways.
+
+ 2) v2.0 of the framework could do certain things differently (I know v1.0 and v1.1 did) and this + "bug" could be a product of that. Though, by the sounds of your description, it seems + unlikely.
+
+ Can one not have both versions installed at the same time?
+

+
+
+
71. BluefangPosted: Mar 15th, 2005 - 7:28:50 + am +
+
+
I think you can only have one version installed at a time.
+
+ And anyways, I suggust you don't use the beta unless you need it to run another beta Microsoft product + because I could almost gaurentee no other product will be using it until is becomes non-beta.
+

+
+
+
72. amcPosted: Jun 3rd, 2005 - 1:15:11 + pm +
+
+

Hello,

This looks like a really great tool that almost + does what I need, but also demonstrated that what i need is possible. I need to generate a + displacement + map such as Terrain Generator makes from external data. Right now, my external data is a .bmp file in + which grayscale maps to elevation. I couldn't find any Import functionality in Terrain Generator, but + I + wonder how hard it would be to hack such a thing together. Perhaps the .tgm file format is + straightforward enough so that I can put together a script to generate terrain from external data + easily.
+
+
+ Can Terrain Generator help me in this regard?
+
+

+
+
+
73. NemPosted: Jun 4th, 2005 - 11:23:55 am +
+
+
You can already "import" heightmaps, it is just done in a different way. + What you really want to do is generate a terrain from a heightmap (this gives you more control). First + create a new terrain (preferably the same size as your height map, though it doesn't have to be), then + select Generate from the Terrain menu. There is a heightmap option in there.
+

+
+
+
74. amcPosted: Jun 4th, 2005 - 7:41:40 + pm +
+
+
Oh. You are correct sir.
+
+ I was able to load up my heightmap, and make a level that Hammer could load. I have some more + questions, + though.
+
+ When I loaded the map up, I noticed that there were many surfaces that seemd to be occupying the exact + same points in space, causing Hammer to render them as this wierd undulating flashing pattern. Also, + on + large maps I get an error telling me that certain parts of the map were removed due to errors in the + file. Is this due to Terrain Generator being built for Halflife 1?
+
+
+ Also, I understand the concept behind the scale of the heightmap, but I don't understand the base of + the + scale. In other words, if I set the scale to 1.0, what height does it render black as? What height + does + it render white as? Is it 0-100?
+
+ Thanks.
+
+
+

+
+
+
75. NemPosted: Jun 8th, 2005 - 9:30:49 pm +
+
+
You can find a detailed description of how they work here. +
+

+ +
+
+
76. CannonballPosted: Jul 22nd, 2005 - 3:13:27 + pm +
+
+
Hi,
+
+ where can i get wad3 textures because i dont use TG long and i dont know where i get wad3 textures. + Can + you help me?
+

+
+
+
77. spartan131Posted: Jul 24th, 2005 - 4:31:07 + pm +
+
+
Hi I'm having problems with the terrain generator. I'm trying to create a terrain + that has a cliff with waterfall. I used the lower/higher tool to lower some parts and make some parts + higher. I imported it as a .map file and opened it in a program 3dgs. When it loads in it, I have to + delete excess blocks. There are blocks filling up the part i lowered, so I have to delete the blocks + indivisually, and i mess up. How do I make it so that it imports withuot all those blocks and it just + imports the way i made it? thanks.
+

+
+
+
78. NemPosted: Jul 29th, 2005 - 9:54:40 am +
+
+
Disable hints from the options menu.
+

+
+
+
79. JukkiPosted: Oct 8th, 2005 - 4:34:14 + am +
+
+
I dont know how to make a background image :(
+

+
+
+
80. JukkiPosted: Oct 8th, 2005 - 4:41:35 + am +
+
+
oh sorry i just figured out how to do it
+

+
+
+
81. NemPosted: Oct 13th, 2005 - 10:24:10 pm +
+
+
Your .wad files are in your .gcf files (use GCFScape to extract them).
+

+
+
+
82. SilencerModified: Oct 19th, 2005 - 1:41:12 + pm +
+
+
have an interesting graphics problem for ya nem!
when i was rendering size 8 + triangles at a grid of 2048x2048
it rendered smoothly like rolling mountains..
i generated a + couple times and POOF
all the terrain is now either vertical or flat NOT from genin it since when + i + undo it's still the weird flat style..
i dont know how to fix this and i think it may be embedded + since when i reboot and try to make a different one with different sizes it comes up the same way + :(

i am using a Geforce 6800 so it may be the card having a hard time but i dont think + so

here's the problem found it!
i set my smoothing generation to 3 passes 3 over and + 64 + thresh
i dont understand what the thresh does exactly can you explain it?
plz help!
ack + i + took yet another look at it using the mountain valley tool and it shows it ballooning up to form a + smooth round mountain and once i let go..
it goes to that weird form... here to show it i'm + hosting + some screenshots this may be a reinstall issue
shrug

+

+
+
+
83. NemPosted: Oct 19th, 2005 - 5:56:39 pm +
+
+
TG's default settings are for larger "triangle sizes" (say in the + neighbourhood of 256 units), so what you want to do is scale everything down appropriately. For + example, + if you used a smoothing threshold (which is the distance from the average height of the surrounding + terrain that a vertex needs to be before it is smoothed) of 64 for a normal terrain, you would use 2 + for + your finer terrain. All the tools also have various thresholds which should be set appropriately in + the + Options menu.
+
+ Also, if you are using the grid, you might want to disable it. The grid knocks the terrain to various + height intervals and is not necessary for Source terrains or other modeling packages.
+
+ Lastly, TG v3 was never intended for such larger terrains (that is an 8 million triangle terrain you + have there). v4 will handle such terrains in real time smoothly, but v3 simply can't handle it.
+

+
+
+
84. SilencerPosted: Oct 20th, 2005 - 12:32:33 + am +
+
+
alright that's what i figured since rendering for other apps on that load could + handle that much thx for the info
+

+
+
+
85. DimitriPosted: Dec 12th, 2005 - 10:54:51 + am +
+
+
Hey Nem, I have a feeling somebody's asked this already but couldn't find it: When + i + compile in either valve 3.5 or your batch compiler i get the "exceeded max clip_nodes" + errorexhausted, the way i + figure it i just used too many triangles when i + used the terrain gennerator, but i just need a little clarification. Can u help?
+ Thanks
+ Dimitri
+

+
+
+
86. NemPosted: Dec 12th, 2005 - 6:08:05 pm +
+
+
Well, yes, it is that your geometry is to complex, but there are ways to reduce + your + clip node count. First off, you should use the hint brushes TG generates, secondly, you should put + clip + brushes everywhere a player cannot go (cliffs etc) and thirdly, you should try the various clipping + algorithms in the newer versions of the tools.
+

+
+
+
87. DimitriPosted: Dec 13th, 2005 - 6:04:21 + pm +
+
+
thanks for verifying that man, i'll let you know how it works out, i'll still have + to + find out how to use half the stuff you just said but i'm a bit of a nub when it comes to the terrain + program you have here. I'll check out some more of the tutorials before i bombard youse guys with + questions; and btw, i still can't believe you're only a year older than me. You're freakin genius. + props + to you for all these editors you make, keep up the good work.
+

+
+
+
88. master_petePosted: Jan 18th, 2006 - 3:28:19 + am +
+
+
hello,
+ ive got three generatore/editors on my pc at now...this one i like the most,
+ but none will convert to .hmp,wich is the format i need for my game engine.i am using gamestudio6,3d + max + 8,the gimp to creat my game..now i nee a terrain editor that will play nice with these.i dont want to + switch engine b/c ive allready learned sg6 c script.some have said that teragen was good but the + controls for that thing are sooooo lame,it generates terrain giving little control so you cant crate + plataus or paths through mountains.and i couldnt load it in my game either! being a newbie is harsh, +
+

+
+
+
89. master_petePosted: Jan 18th, 2006 - 4:28:49 + am +
+
+
got a solution for myself hrer,
+ there is PROGRAM(SHAREWARE) CALLED IRFANVIEW
+ it can convert formats for you..once i had my terrain in pcx format the engine editor opened it and i + was able to save it as a .hmp and load it into game.
+
+ o joy!!!!!
+

+
+
+
90. SchorschmanPosted: May 10th, 2006 - 5:02:12 + am +
+
+
I´m using Nems TG to build the block landscape in my gamestudio a6 game.
+
+ It works fine, but i cant convert the texure information
+ into the map/ ->wmb format.
+ whenever i texture a terrain in TG, the texturing looks great.
+ i use several tileable texures that are seemless to each other, and apply them via paint brush tool, + they fit perfectly.
+ when i export them to map and open them in gamestudio, the textures dont fit anymore.
+
+ can anyone tell me how to keep the textures that way?
+ its impossible to adjust the textures by hand...
+

+ +
+
+
91. SchorschmanPosted: May 10th, 2006 - 5:02:12 + am +
+
+
I´m using Nems TG to build the block landscape in my gamestudio a6 game.
+
+ It works fine, but i cant convert the texure information
+ into the map/ ->wmb format.
+ whenever i texture a terrain in TG, the texturing looks great.
+ i use several tileable texures that are seemless to each other, and apply them via paint brush tool, + they fit perfectly.
+ when i export them to map and open them in gamestudio, the textures dont fit anymore.
+
+ can anyone tell me how to keep the textures that way?
+ its impossible to adjust the textures by hand...
+

+
+
+
92. SchorschmanPosted: May 10th, 2006 - 7:37:09 + am +
+
+
sorry, my mistake. the texture is converted correctly.
+ it seems to mess up wehn i rotate the terrain in 3dgs.
+ texture lock doesnt help either. shrug
+
+ i´ll post the question on the gstudio forum.
+
+ thanks for this great tool!
+
+
+

+
+
+
93. iiadbyronPosted: Jul 10th, 2006 - 7:44:01 + am +
+
+
I am kinda stupid when it comes to design programmes, i have already figured out + how + to make rough terrain, bulges etc, but i want to know how to insert building into my maps, these maps + are for counter strike source and i want to try make my own personal LAN only map, any help would be + greatl;ey appreciated.
+
+ thanks,
+
+ Matt
+

+
+
+
94. BluefangPosted: Jul 10th, 2006 - 6:14:43 + pm +
+
+
read the tutorial.
+
+ The last paragraph of this tutorial and the top of the next.
+ http://nemesis.thewavelength.net/index.php?c=58#p58
+
+ you need to export the terrain from the Terrain Generator then import it into your map editor (i.e. + Valve Hammer/World Editor)
+

+
+
+
95. duck45Posted: Nov 8th, 2006 - 6:38:12 + pm +
+
+
i need help importing my own created textures, i used paint, and made the texture a + jpeg file, how to i import it?
+

+
+
+
96. Sgt. AlucardModified: Nov 21st, 2006 - + 4:41:18 pm +
+
+
Hello, I just started using TG and every time I try to open an RMF (Exported from + TG) + My Valve Hammer Freezes, would someone know why?
+

+
+
+
97. NemPosted: Nov 22nd, 2006 - 12:39:27 pm +
+
+
I suspect you've made a terrain that's too large for Hammer to handle, try a + smaller + terrain.
+

+
+
+
98. headModified: Dec 9th, 2006 - 1:54:32 + pm +
+
+
I get an error when i try to open Terrain Genrator
+
+ This is what it says
+
+
+ Application Has generated an execption that could not be handled.
+
+ Process id=0xe90 (3728), Thread id=0xf54 (3924.
+
+ Click OK to terminate the Application
+ Click Cancel to debug the Application
+
+ i got a C++ debuger as i am trying to learn to code for Hl2.
+
+ Thanks
+ Head
+
+ gunfight
+

+
+
+
99. NemPosted: Dec 10th, 2006 - 4:30:45 pm +
+
+
This type of error is actually an exception in the .NET framework, not Terrain + Generator. There is something wrong with your .NET install but I'm afraid I can't offer much help more + than that.
+
+ sad
+

+
+
+
100. EtraDorPosted: Jul 19th, 2007 - 10:09:37 + am +
+
+
Hi, im loving your program " TG ". I'm curious to know if I can texture + my + terrain using the textures for dodsource with TG ? -thanks
+

+
+
+
101. NemPosted: Jul 19th, 2007 - 2:33:48 pm +
+
+
Not yet, sorry.
+ brokenball
+

+
+
+
102. unseyPosted: Aug 2nd, 2007 - 7:15:11 + am +
+
+
It seems that i'm having problems with textures too. In the shape of i dont + actually + hae any textures to use. the folder is (i think) empty and the related links in the drop down menu's + are + unclickable. also i cant use the painbrush tool. what the hell is going on?
+

+
+
+
103. ToxindudePosted: Sep 16th, 2007 - 9:44:19 + pm +
+
+
I am new to the generator well I need to know what the exact file name is that the + textures are located in . I can't find them anywhere . Nor do I know exactly how to get them into the + genorator I have an kind of an idea .
+
+ I do this
+
+ 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...
+
+ but can't find them need help please
+
+ rx786@gmail.com please reply to that e-mail or on here if you can thank you .
+

+ +
+
+
106. NemPosted: Jul 9th, 2008 - 9:56:24 pm +
+
+
If you are exporting heightmaps from Terrain Generator, or importing heightmaps + into + Terrain Generator, the texture information will be lost.
+

+
+
+
107. DevilguardPosted: Jul 11th, 2008 - 6:51:37 + am +
+
+
Oh.....
+ ok,thank you for your answer!
+

+
+
+
108. anhdung86Posted: Jul 27th, 2008 - 2:53:23 + pm +
+
+
My system is: CPU: Pentium 4 2.4 Ghz, RAM 1Gb, VGA ATIradeon 1550 256Mb. But when i + use Terrain Generator, it's very slow (sometimes FPS is only 7-10) so i can't create any terrain. + Please + help me !
+

+
+
+
109. africaPosted: Aug 6th, 2008 - 4:01:26 + am +
+
+
question for the nem hey man !! im using tg to export .map to reality factory but + when it opens there i have just a wireframe its jumping on my mental sheep aaaarg
+

+
+
+
110. africaPosted: Aug 6th, 2008 - 4:01:27 + am +
+
+
question for the nem hey man !! im using tg to export .map to reality factory but + when it opens there i have just a wireframe its jumping on my mental sheep aaaarg
+

+
+
+
111. TappModified: Jan 26th, 2009 - 8:13:54 + pm +
+
+
Is there a way to load my map into the terrain editor I can generate around my + already made structure?
+

+ +
[ + 1 + 2 + ]

+ +
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Nem's Tools v2.0 © 2006 Ryan Gregg.
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