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<!DOCTYPE html>
<head>
<title>Nem's Tools [Terrain Generator - About - About Terrain Generator]</title>
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<meta name="author" content="Ryan Gregg">
<meta name="description" content="Nem's Half-Life and Half-Life 2 editing tools.">
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<div class="banner" onclick="location.href='https://nemstools.github.io/'"> </div>
<div class="archived">This is archived copy of currently unavailable <a href="http://nemesis.thewavelength.net">Nem's
Tools website</a>, restored from <a
href="https://web.archive.org/web/20191202151405/http://www.nemesis.thewavelength.net/">Web Archive</a>. <br>
Download section now provides links to both Web Archive and to this unofficial Github mirror.
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<div class="heading1">
<div class="space"></div><span class="left"><a name="p2" href="#p2">About
Terrain Generator</a> - <a
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: May 26th, 2003 - 4:04:41 pm</span>
<div class="space"></div>
</div>
<div class="content"><b>About:</b>
<p>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.</p>
<b>Screenshots:</b>
<div style="text-align: center">
<br>
<img src="../../images/pages/tg1.gif" width="532" height="431" alt="Terrain Generator"
title="Terrain Generator">
<br><br>
<img src="../../images/pages/tg2.gif" width="532" height="431" alt="Terrain Generator"
title="Terrain Generator">
<br><br>
<img src="../../images/pages/tg3.gif" width="532" height="431" alt="Terrain Generator"
title="Terrain Generator - Texture browser.">
<br><br>
</div>
<b>Features:</b>
<ul>
<li>Full 3D control over the appearance of your terrain.</li>
<li>Nine tools to help you shape your terrain.</li>
<li>Fractal terrain generation via eleven unique configurable algorithms.</li>
<li>Heightmap terrain generation.</li>
<li>Multi level Undo, Redo and Revert.</li>
<li>Four render modes: Textured, Solid, Wireframe, and Points.</li>
<li>Several different styles of lightmaps.</li>
<li>Lots of additional display options.</li>
<li>Save your terrain as a .tgm file for latter editing.</li>
<li>Exports to .vmf, .map, .rmf, .t3d, .dxf, .obj, .smf, .txt, .bmp and .jpg file formats.</li>
<li>Ability to export hint brushes along with your terrain for polygon reduction in Quake engine based
games.</li>
<li>Texture browser.</li>
<li>Simple vertex locking.</li>
<li>Recent .tgm file menu.</li>
<li>Quick and easy setup.</li>
<li>100% Free.</li>
</ul>
<b><a href="../../pages/Terrain_Generator-Download.html">Download</a></b>
<br><br>
</div>
<div class="heading1">
<div class="space"></div><span class="left">Modified: Feb 15th, 2007 - 4:15:07 pm</span><span
class="right">[ 146640 Views ]</span>
<div class="space"></div>
</div>
</div><br>
<div class="offsets">[
1
<a href="Terrain_Generator-page2.html#p2">2</a>
]</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">1.</span> <a name="c60"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=85">blueprint</a></span><span
class="right">Posted: Jun 20th, 2003 - 4:28:29 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
<img src="../../images/emotes/exhausted.gif" width="32" height="32" alt="exhausted"> so much fun, i cant
stop playing with it =]<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">2.</span> <a name="c131"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=159">seraph</a></span><span
class="right">Modified: Jul 17th, 2003 - 4:36:08 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
<img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"> seems like a FUCKIN great
tool! but ít don´t starts (if downloaded
every file needed) <img src="../../images/emotes/exhausted.gif" width="32" height="32"
alt="exhausted"><br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">3.</span> <a name="c137"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jul 21st, 2003 - 10:06:34 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
Could you elaborate on that?<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">4.</span> <a name="c206"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=241">vynum</a></span><span
class="right">Posted: Sep 6th, 2003 - 4:44:09 am</span>
<div class="space"></div>
</div>
<div class="content"><br>
thank you so much for a wonderul yet powerfull tool<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">5.</span> <a name="c264"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=302">LeJean</a></span><span
class="right">Modified: Oct 29th, 2003 - 6:06:16 am</span>
<div class="space"></div>
</div>
<div class="content"><br><s>Error 404 at FilePlanet</s> <img src="../../images/emotes/sad.gif" width="32"
height="32" alt="sad"><br><s>where else can I get that ?</s><br>
sorry, just working. had a problem with my connection...<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">6.</span> <a name="c546"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=550">pepparoni</a></span><span
class="right">Posted: Apr 13th, 2004 - 10:24:22 am</span>
<div class="space"></div>
</div>
<div class="content"><br>
A wonderful tool! Nice work! <img src="../../images/emotes/happy.gif" width="32" height="32"
alt="happy"><br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">7.</span> <a name="c572"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=18">cdunde</a></span><span
class="right">Posted: Apr 23rd, 2004 - 10:17:43 am</span>
<div class="space"></div>
</div>
<div class="content"><br>
<img src="../../images/emotes/yeahbaby.gif" width="32" height="32" alt="yeahbaby"><br>
<br>
I was wondering Nem % since TM can export to a map file would it be possible to convert it to a tgm file
and bring it back into TM?<br>
<br>
That would be very helpful as sometimes it's nice to adjust the terrain around things you have built
rather than just around the terrain generated.<br>
<br>
Since map files are jest a type of txt format and things built in a map editor are the same type of
polyhedron-brush output as the terrain I would think that it would be a simple reversal of the converter
you have in TG now. <img src="../../images/emotes/what.gif" width="32" height="32" alt="what"><br>
Maybe that's over simplifying it, I hope not. <br>
<img src="../../images/emotes/happy.gif" width="32" height="32" alt="happy"><br>
<br>
I understand it would not convert entities which could be eliminated prior to conversion or left out of
the map file when exported out of a game editor by the creator to get around that problem.<br>
<br>
Anyway, it's just a suggestion but I sure hope you would add that feature.<br>
<br>
Thank you and take care,<br>
<br>
cdunde<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">8.</span> <a name="c573"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Apr 23rd, 2004 - 3:25:50 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
The problem is a fairly complex one so I dont think I'll be writing a .map importer, just to much
work.<br>
<br>
<img src="../../images/emotes/myhead.gif" width="32" height="32" alt="myhead"><br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">9.</span> <a name="c587"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=565">Napivo</a></span><span
class="right">Modified: Apr 30th, 2004 - 6:08:56 am</span>
<div class="space"></div>
</div>
<div class="content"><br>
In reply to Xenocide in GCFScape v1.1.0 Beta thread who asked about the size of terrain you can use<br>
<br>
I have been messing arround with TG since a few days now and found the max you can go without other
buildings is 60*60 that is on my P4 2 Gh. that's without any kind of optimisation and it kills your
r_speeds and FPS in Halflife.<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">10.</span> <a name="c882"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=916">TeHOmnIHaXoR</a></span><span
class="right">Posted: Aug 26th, 2004 - 5:50:33 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
where can i get a map converter that will do bsp to rmf.. anyone know?<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">11.</span> <a name="c1156"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=478">drynn</a></span><span
class="right">Posted: Oct 20th, 2004 - 6:22:51 am</span>
<div class="space"></div>
</div>
<div class="content"><br>
Since upgrading to the latest version, the Flatten tool takes ages to drag the selection up to the
required height. In addition, the pop-up description when you hover the mouse pointer over a tool icon
flickers rapidly so you cannot see what it says.<br>
<br>
In the old version, the Flatten tool worked virtually instantaneously.<br>
<br>
Is there an adjustment?<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">12.</span> <a name="c1158"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Oct 20th, 2004 - 12:46:40 pm</span>
<div class="space"></div>
</div>
<div class="content">Yep:<ol>
<li>From the <i>Tools</i> menu select <i>Options</i>.</li>
<li>Go to the <i>Tools</i> tab.</li>
<li>Go to the <i>Flatten</i> tab.</li>
<li>Unckeck <i>Smart Code</i>.</li>
</ol>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">13.</span> <a name="c1160"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=478">drynn</a></span><span
class="right">Posted: Oct 20th, 2004 - 2:58:49 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
Sorry for the double post: I did not realise that the forums were interlinked.<br>
<br>
Flatten now works as before. Thanks very much for that.<br>
<br>
Any ideas about the flickering icon description - I have recently upgraded to WindowsXP SP2, and I know
that this was not a good thing as far as some other programs are concerned.<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">14.</span> <a name="c1161"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Oct 20th, 2004 - 3:16:20 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
Flickering icons seems to be related to which video card drivers you have installed. I know my Matrox
card doesn't cause flickering icons but my ATI card does.<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">15.</span> <a name="c1163"
href="https://web.archive.org/web/20170810033506/http://nemesis.thewavelength.net/index.php?a=376">Bluefang</a></span><span
class="right">Posted: Oct 21st, 2004 - 6:04:46 am</span>
<div class="space"></div>
</div>
<div class="content"><br>
I think it could also have somthing to do with drivers. I know that sime applications used to flicker,
but they no longer do for some reason.<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">16.</span> <a name="c1296"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1318">bill</a></span><span
class="right">Posted: Feb 8th, 2005 - 12:58:23
am</span>
<div class="space"></div>
</div>
<div class="content">when i try to find textures there are no .wads anywhere and its all it will allow me
to search for, im probably the only one having this problem, so how do i get textures to work?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">17.</span> <a name="c1297"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1318">bill</a></span><span
class="right">Posted: Feb 8th, 2005 - 1:01:35 am</span>
<div class="space"></div>
</div>
<div class="content">oh and wads didnt come with it, there are none in any half life 2 folders that i can
find, sorry about the double i just realized i didnt clarfiy to well</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">18.</span> <a name="c1300"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Feb 8th, 2005 - 11:28:30 am</span>
<div class="space"></div>
</div>
<div class="content">You can edit comments...<br /><br />Anyways, Terrain Generator does not support
Source materials. I will probably add support for .vtf files latter but no more. To find out how to view
Source materials in the current Terrain Generator see <a
href="">http://www.chatbear.com/board.plm?a=viewthread&t=424,1102888916,7007&id=752365&b=4989&v=flatold&s=0]this
thread</a> (scroll down to my big post).<br />
<br />
In reality Terrain Generator needs a rewrite because it just wasn't designed to handle the Source
engine. The Source engine was but a dream when Terrain Generator was programmed.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">19.</span> <a name="c1301"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1318">bill</a></span><span
class="right">Posted: Feb 8th, 2005 - 12:52:40
pm</span>
<div class="space"></div>
</div>
<div class="content">ok, it was late so i wasnt thinking clearly, thanks pal</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">20.</span> <a name="c1302"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1320">Stu
L Tissimus</a></span><span class="right">Posted: Feb 8th, 2005 - 1:15:18
pm</span>
<div class="space"></div>
</div>
<div class="content">Hi there,<br />
<br />
First of all, this is an extremely nice program, I love it. Before I tried out Source modding, I did
quite a lot of stuff for Battlefield 1942.<br />
<br />
I was playing around with your program, and noticed that the terrain generator has a heightmap option.
Being a BF42 modder, I wanted to see if this worked - If so, then it would be pretty easy to port maps I
did over to Source.<br />
<br />
However, the heightmap option doesn't seem to work for me, even with a heightmap generated from the map
in Terrain Generator itself. ;_; Is there something special I need to do or is it just broken for now?
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">21.</span> <a name="c1307"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Feb 8th, 2005 - 5:40:45 pm</span>
<div class="space"></div>
</div>
<div class="content">Can you describe to me what you are doing to import the heightmap?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">22.</span> <a name="c1316"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1320">Stu
L Tissimus</a></span><span class="right">Posted: Feb 9th, 2005 - 1:55:30
pm</span>
<div class="space"></div>
</div>
<div class="content">Okay, lemme go through the entire process.<br />
<br />
1) Start new 48x48 map, triangles are at size 160.<br />
2) Edit -> Push Revert<br />
3) Make one or two changes to the map likeraising up one square (Purely for debugging!)<br />
4) File -> Export -> Heightmap (Saved as a bmp)<br />
5) Ctrl-Z back to the original.<br />
6) Terrain -> Generate<br />
7) Get rid of any checked off things excluding heightmap in the heightmap tab<br />
8) Select the bitmap<br />
9) Press generate<br />
<br />
And then nothing. ;_;</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">23.</span> <a name="c1317"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1320">Stu
L Tissimus</a></span><span class="right">Posted: Feb 9th, 2005 - 1:56:32
pm</span>
<div class="space"></div>
</div>
<div class="content">Yay, I figured it out. When the scale is set to 1, it doesn't do anything. :D</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">24.</span> <a name="c1318"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Feb 9th, 2005 - 5:22:03 pm</span>
<div class="space"></div>
</div>
<div class="content">It could have been that your grid was so coarse the terrain was getting knocked to 0.
If this is a Source map you might want to turn the grid off. (Terrain->Snap To Grid->None). Most
height maps need to be scaled because a greyscale heightmap can only represent 256 height levels.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">25.</span> <a name="c1539"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1579">thebeebster</a></span><span
class="right">Posted: May 14th, 2005 - 12:37:20
pm</span>
<div class="space"></div>
</div>
<div class="content">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?<img src="../../images/emotes/package.gif" width="32" height="32"
alt="package" /></div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">26.</span> <a name="c1545"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1587">Chris
Cunningham</a></span><span class="right">Posted: May 19th, 2005 -
7:01:41 am</span>
<div class="space"></div>
</div>
<div class="content">Hi Nem; cool tool, and it does most of one I was planning to write (and a whole bunch
i hadn't considered). What's the chances of you releasing the source for Terrain Generator, under the
GPL or BSD licences or something?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">27.</span> <a name="c1548"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: May 19th, 2005 - 1:45:14 pm</span>
<div class="space"></div>
</div>
<div class="content">TG v3? No chance, it's code is to embarrassing (this was my very first C#
application). I am considering open sourcing TG v4 though. It is currently sitting at a 40% completion
mark.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">28.</span> <a name="c1602"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1673">newbie
mapper</a></span><span class="right">Posted: Jul 16th, 2005 - 3:52:39
pm</span>
<div class="space"></div>
</div>
<div class="content">Where can I get the link for this Terrain Generator? <img
src="../../images/emotes/lazy.gif" width="32" height="32" alt="lazy" /></div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">29.</span> <a name="c1644"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1728">ellisd</a></span><span
class="right">Posted: Aug 23rd, 2005 - 10:05:03
am</span>
<div class="space"></div>
</div>
<div class="content"><img src="../../images/emotes/happy.gif" width="32" height="32" alt="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! <img src="../../images/emotes/waaa.gif" width="32" height="32"
alt="waaa" /></div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">30.</span> <a name="c1649"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=708">NoBody</a></span><span
class="right">Posted: Aug 23rd, 2005 - 12:56:28
pm</span>
<div class="space"></div>
</div>
<div class="content">yes</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">31.</span> <a name="c1667"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1752">turboguy_81</a></span><span
class="right">Posted: Sep 16th, 2005 - 1:55:05
am</span>
<div class="space"></div>
</div>
<div class="content">Hi Nem,<br />
the terrain generator is great.<br />
I have a terrain in the .dxf format and i want to convert it into the .vmf(valve map format).I couldnt
find any documentation on the .vmf format.I have some help on the dxf format.Can you pls help me with
the conversion of the .dxf to .vmf.<br />
Thanks.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">32.</span> <a name="c2214"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2412">Goodfella_Deal</a></span><span
class="right">Posted: Oct 18th, 2006 -
1:34:22 pm</span>
<div class="space"></div>
</div>
<div class="content">Nem.. I read that this wasn't originally made for source, maybe thats why I'm having
this problem.<br /><br />I used the generator to make dune terrain for my 3D skybox.. my map takes
advantage of fog (not enough do). The fog in my skybox seems to clash with the terrain anywhere the
terrain is flat.. kinda looks like when you have two objects with-in each other.. ie see this screenshot
taken from the compile:<br /><br /><a
href="https://web.archive.org/web/20160322051100/http://i59.photobucket.com/albums/g283/goodfelladeal/badscreenshot.jpg">http://i59.photobucket.com/albums/g283/goodfelladeal/badscreenshot.jpg</a><br />
<br />
All advice I've gotten is to scrap that terrain and rebuild from scratch.. Is this somethin that is
caused by how the terrain is generated and is it something I should be able to fix in the
generator?<br />
<br />
Thank you,<br />
Deal</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">33.</span> <a name="c2217"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Oct 19th, 2006 - 3:38:17 pm</span>
<div class="space"></div>
</div>
<div class="content">Not sure what the problem is. TG doesn't do anything special to the terrain it
exports, it shouldn't be all that different than if you had made it in Hammer. Maybe try altering the
height a little bit in the flat areas?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">34.</span> <a name="c2220"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2412">Goodfella_Deal</a></span><span
class="right">Posted: Oct 21st, 2006 -
10:51:00 am</span>
<div class="space"></div>
</div>
<div class="content">I found the problem nem. The nodraw blocks placed under the terrain was at the exact
same level as the terrain that I kept flat. Thats what caused the texture clashing. It probably just
showed much more with the fog due to the contrast in colors. I moved the nodraw bloacks down .1 unit and
the problem was gone.<br />
<br />
Great tool btw.. makes it a lot easier to do.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">35.</span> <a name="c2317"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2521">orglee</a></span><span
class="right">Posted: Dec 21st, 2006 - 9:23:32
pm</span>
<div class="space"></div>
</div>
<div class="content">How can I set map size ? Please if you know and what to help me send me a email.
Regards<br />
( you have made a great app to bad that Im to newbie to estimate it :D )</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">36.</span> <a name="c2324"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1148">Stino</a></span><span
class="right">Modified: Dec 30th, 2006 - 7:15:51
am</span>
<div class="space"></div>
</div>
<div class="content">why do i get my terrain in different height layers and not smooth? like its flat,
then height difference of 10 units and again flat, back a height difference of 10 units (thats the same
heightmap scale)<br /><br />like you are working with integers for height and not floating point values
:s<br /><br />left side is my original height map, right side is the heightmap being exported by Terrain
Generator<br /><img
src="https://web.archive.org/web/20160322051100im_/http://www.sgware.net/weirdheightmap.jpg" alt=""
border="0" /><br />
<br />
if i use the smooth feature in generate i get it flatter and flatter but not smooth</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">37.</span> <a name="c2329"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Dec 30th, 2006 - 10:57:12 pm</span>
<div class="space"></div>
</div>
<div class="content">There is a grid setting in one of the menus you need to disable (I don't have TG on
this system so not 100% sure where). Can't see your picture BTW.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">38.</span> <a name="c2347"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2550">Oblivion3794</a></span><span
class="right">Modified: Jan 14th, 2007 -
7:19:08 am</span>
<div class="space"></div>
</div>
<div class="content">I can find any of the texture files</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">39.</span> <a name="c2359"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2557">Fuzzy</a></span><span
class="right">Modified: Jan 19th, 2007 - 12:21:14
pm</span>
<div class="space"></div>
</div>
<div class="content">ok, this might be a stupid question,but im new to this whole mapping
thing.<br /><br />The terrain generator is awsome! but after exporting it so I can view it in hammer,
and add like 2 small buildings I get a stupid error when I compile.<br /><br />This is the
error:<br />ERROR:MAX_MAP_CLIPNODES<br /><br />Is it possible that the terrain I created with TG has too
many clipnodes? If so how can I fix this?<br /><br />I know this a hammer/compiling error, but when I
compile maps without TG it seems fine.<br /><br />This is my log:<br /><br />
<div class="vbtitle">Code:</div>
<div class="vbcode">hlcsg v3.4 Final (Feb 25 2006)<br />Zoner's Half-Life Compilation Tools -- Custom
Build<br />Based on code modifications by Sean 'Zoner' Cavanaugh<br />Based on Valve's version,
modified with permission.<br />Submit detailed bug reports to ([email protected])<br />----- BEGIN
hlcsg -----<br />Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlcsg.exe "f:\program
files\valve hammer editor\maps\truthterrain_beta1"-cliptype smallest -noclipeconomy
<br />Entering f:\program files\valve hammer editor\maps\truthterrain_beta1.map<br /><br />Current
hlcsg Settings<br />Name | Setting |
Default<br />---------------------|-----------|-------------------------<br />threads [ 1 ] [ Varies
]<br />verbose [ off ] [ off ]<br />log [ on ] [ on ]<br />developer [ 0 ] [ 0 ]<br />chart [ off ] [
off ]<br />estimate [ off ] [ off ]<br />max texture memory [ 4194304 ] [ 4194304 ]<br />max lighting
memory [ 6291456 ] [ 6291456 ]<br />priority [ Normal ] [ Normal ]<br /><br />noclip [ off ] [ off
]<br />null texture stripping[ on ] [ on ]<br /><span style="color: RED;">clipnode economy mode [ off
] [ on ]</span><br /><span style="color: RED;">clip hull type [ smallest ] [ legacy
]</span><br />onlyents [ off ] [ off ]<br />wadtextures [ on ] [ on ]<br />skyclip [ on ] [ on
]<br />hullfile [ None ] [ None ]<br />nullfile [ None ] [ None ]<br />min surface area [ 0.500 ] [
0.500 ]<br />brush union threshold [ 0.000 ] [ 0.000 ]<br /><br />Using mapfile wad
configuration<br />Wadinclude list :<br />[zhlt.wad]<br /><br />CreateBrush:<br /> (56.99
seconds)<br />SetModelCenters:<br /> (0.00 seconds)<br />CSGBrush:<br /> (65.16
seconds)<br /><br />Using Wadfile: \sierra\half-life\valve\halflife.wad<br /> - Contains 4 used
textures, 17.39 percent of map (3116 textures in wad)<br />Using Wadfile: \program
files\valve\steam\steamapps\[email protected]\counter-strike\cstrike\de_copan.wad<br /> -
Contains 2 used textures, 8.70 percent of map (39 textures in wad)<br />Using Wadfile: \program
files\valve\steam\steamapps\[email protected]\counter-strike\cstrike\de_raoni.wad<br /> -
Warning: Larger than expected texture (348972 bytes): 'GRAVELGRASS01'<br /> - Warning: Larger than
expected texture (348972 bytes): 'GRAVELGRASS02'<br /> - Warning: Larger than expected texture (348972
bytes): 'GRAVELGRASS03'<br /> - Warning: Larger than expected texture (348972 bytes):
'GRAVELGRASS04'<br /> - Warning: Larger than expected texture (348972 bytes): 'TRACKS01'<br /> -
Warning: Larger than expected texture (348972 bytes): 'TRACKS02'<br /> - Warning: Larger than expected
texture (348972 bytes): '{PALMS'<br /> - Warning: Larger than expected texture (348972 bytes):
'{PALMS3'<br /> - Warning: Larger than expected texture (348972 bytes): '{PALMS2'<br /> - Contains 0
used textures, 0.00 percent of map (55 textures in wad)<br />Using Wadfile: \program
files\valve\steam\steamapps\[email protected]\counter-strike\cstrike\czde_truth.wad<br /> -
Warning: Larger than expected texture (348972 bytes): '{BAM_TREES03'<br /> - Warning: Larger than
expected texture (272812 bytes): '{TK_PLANTLG'<br /> - Contains 17 used textures, 73.91 percent of map
(72 textures in wad)<br />Using Wadfile: \program
files\valve\steam\steamapps\[email protected]\counter-strike\cstrike\de_maya_beta4.wad<br /> -
Contains 0 used textures, 0.00 percent of map (35 textures in wad)<br /><br />Texture usage is at 1.03
mb (of 4.00 mb MAX)<br />123.27 seconds elapsed [2m 3s]<br /><br />----- END hlcsg
-----<br /><br /><br /><br />hlbsp v3.4 Final (Feb 25 2006)<br />Zoner's Half-Life Compilation Tools
-- Custom Build<br />Based on code modifications by Sean 'Zoner' Cavanaugh<br />Based on Valve's
version, modified with permission.<br />Submit detailed bug reports to ([email protected])<br />-----
BEGIN hlbsp -----<br />Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlbsp.exe "f:\program
files\valve hammer editor\maps\truthterrain_beta1"-maxnodesize 8192 <br /><br />Current hlbsp
Settings<br />Name | Setting |
Default<br />-------------------|-----------|-------------------------<br />threads [ 1 ] [ Varies
]<br />verbose [ off ] [ off ]<br />log [ on ] [ on ]<br />developer [ 0 ] [ 0 ]<br />chart [ off ] [
off ]<br />estimate [ off ] [ off ]<br />max texture memory [ 4194304 ] [ 4194304 ]<br />priority [
Normal ] [ Normal ]<br /><br />noclip [ off ] [ off ]<br />nofill [ off ] [ off ]<br />noopt [ off ] [
off ]<br />null tex. stripping [ on ] [ on ]<br />notjunc [ off ] [ off ]<br />subdivide size [ 240 ]
[ 240 ] (Min 64) (Max 512)<br /><span style="color: RED;">max node size [ 8192 ] [ 1024 ] (Min 64)
(Max 8192)</span><br /><br /><br />SolidBSP [hull 0]
500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6586 (11.74
seconds)<br />Warning: === LEAK in hull 0 ===<br />Entity light @ (-2274,-1918, 186)<br />Error:
<br /> A LEAK is a hole in the map, where the inside of it is exposed to the<br />(unwanted) outside
region. The entity listed in the error is just a helpful<br />indication of where the beginning of the
leak pointfile starts, so the<br />beginning of the line can be quickly found and traced to until
reaching the<br />outside. Unless this entity is accidentally on the outside of the map,
it<br />probably should not be deleted. Some complex rotating objects entities need<br />their origins
outside the map. To deal with these, just enclose the origin<br />brush with a solid world
brush<br /><br />Leak pointfile generated<br /><br />SolidBSP [hull 1]
500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...12912
(269.54 seconds)<br />SolidBSP [hull 2]
500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...12722
(300.91 seconds)<br />SolidBSP [hull 3]
500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...13000...13500...13659
(243.76 seconds)<br /><span style="color: RED;">Error: Exceeded MAX_MAP_CLIPNODES<br />Description:
The map has a problem which must be fixed<br />Howto Fix: Check the file
http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this
problem</span><br /><br /><br />----- END hlbsp -----<br /><br /><br /><br />hlvis v3.4 Final (Feb
25 2006)<br />Zoner's Half-Life Compilation Tools -- Custom Build<br />Based on code modifications by
Sean 'Zoner' Cavanaugh<br />Based on Valve's version, modified with permission.<br />Submit detailed
bug reports to ([email protected])<br />----- BEGIN hlvis -----<br />Command line:
F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlvis.exe "f:\program files\valve hammer
editor\maps\truthterrain_beta1"<br />>> There was a problem compiling the
map.<br />>> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for
the cause.<br /><br />----- END hlvis -----<br /><br /><br /><br />hlrad v3.4 Final (Feb 25
2006)<br />Zoner's Half-Life Compilation Tools -- Custom Build<br />Based on code modifications by
Sean 'Zoner' Cavanaugh<br />Based on Valve's version, modified with permission.<br />Submit detailed
bug reports to ([email protected])<br />----- BEGIN hlrad -----<br />Command line:
F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlrad.exe "f:\program files\valve hammer
editor\maps\truthterrain_beta1"<br />>> There was a problem compiling the
map.<br />>> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for
the cause.<br /><br />----- END hlrad -----</div><br />
<br />
as you can see above, I have tried all the little tricks and I even added clipbrushes in areas where
players shouldnt go, I was told this should work... still no luck,<br />
<br />
Please help a little chick out :(<br />
-fuzzy-
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">40.</span> <a name="c2361"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jan 19th, 2007 - 2:14:43 pm</span>
<div class="space"></div>
</div>
<div class="content">You're going to want to fix your leak as this will add all kinds of unnecessary
clipnodes.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">41.</span> <a name="c2467"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2759">rj_jacob101</a></span><span
class="right">Posted: May 3rd, 2007 - 3:36:52
pm</span>
<div class="space"></div>
</div>
<div class="content">Hey Nem, I keep getting this error everytime I try to load the terraingenerator.exe,
<img
src="https://web.archive.org/web/20160322051100im_/C:\Documents and Settings\Reece\My Documents\My Pictures\ERROR.jpg"
alt="" border="0" />, do you know a way I can fix this?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">42.</span> <a name="c2499"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2797">Icoeph</a></span><span
class="right">Posted: Jun 5th, 2007 - 11:27:12
pm</span>
<div class="space"></div>
</div>
<div class="content">Nem, This is a great tool. I have been struggling with how to make realistic terrain
since I began mapping. It never occurred to me to use separate applications for terrain editing and
everything else. My only question is how would I go about creating a terrain model for a set map
architecture? By this I mean that I have already established the architecture for the map and one of the
last things I need to do are to input the terrain. The problem is that I cannot figure out how to get
the terrain editor to match the buildings I already have constructed in Hammer.<br />
<br />
Is there a simple way to do this so it fits my work precisely or is it simply shots in the dark? <img
src="../../images/emotes/shrug.gif" width="32" height="32" alt="shrug" /></div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">43.</span> <a name="c2501"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=2799">cluelessdolphin</a></span><span
class="right">Posted: Jun 7th, 2007 -
10:55:04 am</span>
<div class="space"></div>
</div>
<div class="content">I am a newbie and downloaded the program with no issues. When I go to tools / options
/ packages it asks for .wad terrain file. Do you know where I can file these textures?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">44.</span> <a name="c2504"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jun 10th, 2007 - 1:17:43 pm</span>
<div class="space"></div>
</div>
<div class="content">
<div class="vbtitle">Icoeph:</div>
<div class="vbquote">Is there a simple way to do this so it fits my work precisely or is it simply shots
in the dark? <img src="../../images/emotes/shrug.gif" width="32" height="32" alt="shrug" /></div>
<br />Right now, there is no way to import your map as a reference.
Generally I start with the terrain then add other geometry.<br /><br />
<div class="vbtitle">cluelessdolphin:</div>
<div class="vbquote">I am a newbie and downloaded the program with no issues. When I go to tools /
options / packages it asks for .wad terrain file. Do you know where I can file these textures?</div>
<br />TG was originally built for TG1. While it can export HL2 terrain it doesn't really support the HL2
material system. See <a
href="https://web.archive.org/web/20160322051100/http://www.chatbear.com/unity2/4989/424,1102888916,7007/752365?v=flatold">this
thread</a> for more info.
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">45.</span> <a name="c2906"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3322">jm3d</a></span><span
class="right">Posted: Jun 22nd, 2008 - 8:19:14
am</span>
<div class="space"></div>
</div>
<div class="content">Hi there. I've just installed Terrain Generator for the first time. Looks easy to
use, fast processing and very flexible.<br />
<br />
Anyway, I can't access the texture palettes. When I try to select TOOLS/TEXTURES/etc... the menu is
light grey and cannot be selected. Is this because I have no textures? Where can I get some? How can I
convert JPG to texture maps? What do I need to do to get past this barrier?<br />
<br />
At present, I just want to load up a texture to see that everything works. <br />
<br />
Cheers,<br />
<br />
JM.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">46.</span> <a name="c2995"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3454">bamman62</a></span><span
class="right">Posted: Sep 30th, 2008 - 9:05:00
pm</span>
<div class="space"></div>
</div>
<div class="content">Brilliant tool, I was looking for a long time for a program like this <img
src="../../images/emotes/love.gif" width="32" height="32" alt="love" /><br />
<br />
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...)<br />
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">47.</span> <a name="c2996"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Sep 30th, 2008 - 9:52:23 pm</span>
<div class="space"></div>
</div>
<div class="content">These is a cave tutorial <a
href="../Terrain_Generator-Tutorials/Making_A_Cave.html">here</a>.
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">48.</span> <a name="c2997"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3454">bamman62</a></span><span
class="right">Posted: Sep 30th, 2008 - 10:39:03
pm</span>
<div class="space"></div>
</div>
<div class="content">That reply was a lot faster than I expected <img
src="../../images/emotes/alarmed.gif" width="32" height="32" alt="alarmed" /> Thanks ^_^</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">49.</span> <a name="c2999"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3457">horrox</a></span><span
class="right">Posted: Oct 3rd, 2008 - 2:51:24
pm</span>
<div class="space"></div>
</div>
<div class="content">Hey im really stuck i just got the generator and when i try to add terrain on WAD
nothing comes up how can i get them?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">50.</span> <a name="c3047"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3546">jungrok5</a></span><span
class="right">Posted: Dec 4th, 2008 - 10:27:45
am</span>
<div class="space"></div>
</div>
<div class="content">I need Capture function.<br />
Could you add Capture function please?<br />
thank you.<img src="../../images/emotes/watermelon.gif" width="32" height="32" alt="watermelon" /></div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">51.</span> <a name="c3048"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3546">jungrok5</a></span><span
class="right">Posted: Dec 4th, 2008 - 10:32:18
am</span>
<div class="space"></div>
</div>
<div class="content">horrox//<br />
<br />
First, Make new project<br />
then<br />
Tools -> Option -> Packages -> Add package or Add Folder<img src="../../images/emotes/sad.gif"
width="32" height="32" alt="sad" /></div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">52.</span> <a name="c3135"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3660">MaximosaPortal</a></span><span
class="right">Posted: Feb 26th, 2009 -
9:55:24 pm</span>
<div class="space"></div>
</div>
<div class="content">I can't find any HL2/Source games WADs,can anyone help me about this? Thanks
-MaximosaPortal <img src="../../images/emotes/walking.gif" width="32" height="32" alt="walking" /></div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">53.</span> <a name="c3177"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3741">Stojke</a></span><span
class="right">Posted: May 7th, 2009 - 4:29:31
am</span>
<div class="space"></div>
</div>
<div class="content">Hi nem you probably heard this but your tool rocks, everything works fine and wads
work(i have seen that some people had that problem) but when i save the map in .rmf and open it in
hammer it looks exactly like i made it, but 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.<br /><br />If you can
please take a look here:<br /><img
src="https://web.archive.org/web/20160323005208im_/http://img13.imageshack.us/img13/6254/58171640.jpg"
alt="" border="0" /><br /><img
src="https://web.archive.org/web/20160323005208im_/http://img13.imageshack.us/img13/6171/20870010.jpg"
alt="" border="0" /><br />
<br />
The first image was the opened file in hammer after it was generated by terrain editor, and the other
two are .bsp files.<br />
The first one is textured and the other is wireframed. <img src="../../images/emotes/exploding.gif"
width="32" height="32" alt="exploding" /><br />
<br />
Im a experienced noob at hammer and please help if you can. <img src="../../images/emotes/apple.gif"
width="32" height="32" alt="apple" /></div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">54.</span> <a name="c3219"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3799">Timur4iK</a></span><span
class="right">Posted: Jul 3rd, 2009 - 10:24:22
am</span>
<div class="space"></div>
</div>
<div class="content">How do you do! I from Rossia so little not dialect in english ))) Possible assign the
question?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">55.</span> <a name="c3228"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3819">davidparks21</a></span><span
class="right">Posted: Jul 25th, 2009 - 2:47:00
am</span>
<div class="space"></div>
</div>
<div class="content">I've been playing with many Terrain Generators, and this one is the most user
friendly by a large margin. I would love to use it, but I have a couple of issues.<br />
<br />
First, is there a good way to optimize a terrain mesh? When I export it I get a very static mesh, other
terrain generators like L3DT seem to be able to optimize the output so that curved sections receive more
geometry and flat sections receive less.<br />
<br />
I'm using this in a flash environment, so optimization is quite important to me.<br />
<br />
Second, I have been able to export and OBJ file and import it into other tools, but I haven't been able
to get the texture map out as well, so far just the mesh. I probably missed something simple, but I've
been through most of the site with no luck on figuring it out.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">56.</span> <a name="c3235"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3835">Nachoman</a></span><span
class="right">Posted: Aug 7th, 2009 - 4:39:48
pm</span>
<div class="space"></div>
</div>
<div class="content">Holy crap,thanks a lot! This is simply epic.</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">57.</span> <a name="c3236"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3836">izod</a></span><span
class="right">Posted: Aug 7th, 2009 - 9:41:19 pm</span>
<div class="space"></div>
</div>
<div class="content">How do you load these in Hammer? </div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">58.</span> <a name="c3265"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=3897">valekkong</a></span><span
class="right">Posted: Oct 7th, 2009 - 8:06:29
am</span>
<div class="space"></div>
</div>
<div class="content">What load?</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">59.</span> <a name="c3374"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=4046">luder</a></span><span
class="right">Posted: Apr 30th, 2010 - 2:31:18
pm</span>
<div class="space"></div>
</div>
<div class="content">How to download?<br />
<br />
</div>
</div><br />
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">60.</span> <a name="c3375"
href="https://web.archive.org/web/20200201043948/http://nemesis.thewavelength.net/index.php?a=4045">Fourty-Seven</a></span><span
class="right">Posted: Apr 30th, 2010 - 3:45:09
pm</span>
<div class="space"></div>
</div>
<div class="content">
<div class="vbtitle">Stojke:</div>
<div class="vbquote">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.<br /><br />The first image was the opened
file in hammer after it was generated by terrain editor, and the other two are .bsp files.<br />The
first one is textured and the other is wireframed. <img src="../../images/emotes/exploding.gif"
width="32" height="32" alt="exploding" /><br /><br />Im a experienced noob at hammer and please help
if you can.</div><br />
<br />
I don't know for sure, because personally I've never used this program, but this is my guess of an
answer to your question.<br />
<br />
In the Half-Life 1 / Gold Source engine the best way to get terrain that looks semi decent is to make it
with a grid of triangles / wedges (Triangles showing up on top view). To refrain from accidental concave
brushes, every triangle is it's own brush. If you were to do this manually, without a generator, then
you could for example; simply make the grid of all 16unit high wedges/triangles, select them all, and
use the vertex tool to move all the meeting vertexes to the heights you want (Takes time :P).<br />
<br />
However, when you use this generator to do it, it looks like the triangles have a set coordinate for one
of the axis (IE they will all go down to the bottom / same depth). This will give the effect in
wireframe view that there are "Boxes" going down to the bottom of the sky (Or however far they
go down). If you look closely they're actually triangles not squares ;).<br />
<br />
The best thing to do, if you haven't already, is to select all your terrain and click shift+a, then
CAREFULLY deselect all the faces people will see, then assign the texture "NULL" to the
selected faces (The ones that arent visible). Null texture is in ZHLT.wad which you should have :P if
not look up zoners half life tools.<br />
<br />
heh I just realized your post was a year ago, I doubt you'll get the reply!.. Hope this was the right
answer though (PS no way to get rid of it either then manually change height of bottom 3 vertexes).
</div>
</div><br />
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style="background-image: url("data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAASCAYAAABSO15qAAAAAXNSR0IArs4c6QAAAPhJREFUOBHlU70KgzAQPlMhEvoQTg6OPoOjT+JWOnRqkUKHgqWP4OQbOPokTk6OTkVULNSLVc62oJmbIdzd95NcuGjX2/3YVI/Ts+t0WLE2ut5xsQ0O+90F6UxFjAI8qNcEGONia08e6MNONYwCS7EQAizLmtGUDEzTBNd1fxsYhjEBnHPQNG3KKTYV34F8ec/zwHEciOMYyrIE3/ehKAqIoggo9inGXKmFXwbyBkmSQJqmUNe15IRhCG3byphitm1/eUzDM4qR0TTNjEixGdAnSi3keS5vSk2UDKqqgizLqB4YzvassiKhGtZ/jDMtLOnHz7TE+yf8BaDZXA509yeBAAAAAElFTkSuQmCC"); background-repeat: no-repeat; background-attachment: scroll; background-size: contain; background-position: 98% 50%;">
</div>
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<div class="heading2 center"><span class="note">Nem's Tools v2.0 © 2006 <a
href="mailto:[email protected]">Ryan Gregg</a>.<br>Execution
time: 0.07963s; Queries: 14.<br>
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