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 --- .../Terrain_Generator-Tutorials/Making_A_Cave.html | 515 +++++++++++++++++++++ 1 file changed, 515 insertions(+) create mode 100644 subpages/Terrain_Generator-Tutorials/Making_A_Cave.html (limited to 'subpages/Terrain_Generator-Tutorials/Making_A_Cave.html') 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] + + + + + + + + + + +
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Making + A Cave - NemPosted: May 26th, 2003 - 11:03:17 pm +
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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?

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+

+

+ +
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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).

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Modified: Jul 2nd, 2003 - 11:32:38 am[ 39946 Views ] +
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[ 1 2 + ]

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1. hugo786Posted: Aug 8th, 2003 - 12:18:19 am +
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+ 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
+
+

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2. NemPosted: Aug 8th, 2003 - 10:34:51 am +
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+

+ It was v2.3.0 Beta, I've been meaning to update it but it still should get the job done as is.
+
+

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3. XenocidePosted: Aug 30th, 2003 - 12:57:31 pm +
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+ 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..
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+

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4. NemModified: Aug 6th, 2006 - 6:58:29 pm +
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+
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.
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5. zoltanPosted: Oct 24th, 2003 - 10:35:50 pm +
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+ 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)
+
+

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+
6. NemModified: Aug 6th, 2006 - 6:59:05 pm +
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+
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.
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+

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7. GriffinPosted: Apr 28th, 2004 - 6:21:20 pm +
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+ how do i hollow out the cave once i have the two halves put together?
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+

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8. NemPosted: Apr 29th, 2004 - 7:28:51 pm +
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+ The cave should be hollow if you set the exportation options correctly. TG 3.0.0 supports the same + options.
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+

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9. rtPosted: May 29th, 2005 - 7:34:19 pm +
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+
where do you get the quark editor and can you export in .xml
+ where
+

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10. NemPosted: May 30th, 2005 - 12:35:17 pm +
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You can find it here. And no, + it doesn't export .xml files...
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11. nems_toolsPosted: Feb 26th, 2006 - 9:43:47 pm +
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i was wondering how you can get both bottem half file and top half file onto one + project. thanks.
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+ P.S: this program is great
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12. NemPosted: Feb 27th, 2006 - 12:40:39 pm +
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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.
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13. Eagle + 1Posted: May 25th, 2006 - 6:51:30 pm +
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+
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
+

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14. NemPosted: May 26th, 2006 - 9:48:55 pm +
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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.
+

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15. []v[]Posted: Sep 26th, 2007 - 4:50:39 am +
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I used this to create my cave in Castle Attack. cheers.
+

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Nem's Tools v2.0 » 2006 Ryan Gregg.
Execution + time: 0.07963s; Queries: 14.
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