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<!DOCTYPE html>
<head>
<title>Nem's Tools [Terrain Generator - Download - Terrain Generator v3.0.5 Full]</title>
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<div class="heading1">
<div class="space"></div><span class="left"><a name="p54" href="#p54">Terrain
Generator v3.0.5 Full</a> - <a
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jun 30th, 2003 - 2:18:27 pm</span>
<div class="space"></div>
</div>
<div class="content"><b>About:</b>
<p>Terrain Generator v3.0.5 - Terrain Generator 3.0.5 and all the files you need to run it (<span
class="warning">except the .NET Framework</span>).</p>
<b>Download from Web Archive:</b>
<ul>
<li><a
href="https://web.archive.org/web/20180411161022/http://nemesis.thewavelength.net/files/files/terraingenerator305.exe">Installer
(523 KB)</a></li>
<li><a
href="https://web.archive.org/web/20180411161022/http://nemesis.thewavelength.net/files/files/terraingenerator305.zip">Archive
(301 KB)</a></li>
</ul>
<b>Download from unofficial Github mirror:</b>
<ul>
<li><a href="http://nemstools.github.io/files/terraingenerator305.exe">Installer
(523 KB)</a></li>
<li><a href="http://nemstools.github.io/files/terraingenerator305.zip">Archive
(301 KB)</a></li>
</ul>
<b>Runtimes: <span class="warning">(Required)</span></b>
<p>.NET Framework v1.1 (23,698 KB Executable) - Terrain Generator is written in C# and C++ .NET and as
such requires the .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is
required.</p>
<b>Download:</b>
<ul>
<li><a href="https://www.microsoft.com/en-us/download/details.aspx?id=26">Microsoft</a>
</li>
</ul>
</div>
<div class="heading1">
<div class="space"></div><span class="left">Modified: Feb 15th, 2007 - 4:16:00 pm</span><span
class="right">[ 47684 Views ]</span>
<div class="space"></div>
</div>
</div><br>
<div class="offsets">[ 1 <a
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?c=54&o=15#p54">2</a>
<a
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?c=54&o=30#p54">3</a>
]</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">1.</span> <a name="c70"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=114">Darkdruid</a></span><span
class="right">Posted: Jun 30th, 2003 - 8:05:17 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
How did you get the wate in the picture???<img src="../../images/emotes/theforce.gif" width="32"
height="32" alt="theforce"><br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">2.</span> <a name="c71"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jun 30th, 2003 - 9:45:33 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
In the View menu check Render Water. The water level is hard coded at -1024 units, I just forgot to add
it to the options menu. I'll release an update to fix that in a bit when I get a few more updates.<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">3.</span> <a name="c77"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=118">sawo</a></span><span
class="right">Posted: Jul 1st, 2003 - 11:11:12 am</span>
<div class="space"></div>
</div>
<div class="content"><br>
The best profram!<br>
<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">4.</span> <a name="c85"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=52">jetscreamer</a></span><span
class="right">Posted: Jul 2nd, 2003 - 4:08:00 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
cool. thx.<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">5.</span> <a name="c86"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=124">brainlessboarder</a></span><span
class="right">Posted: Jul 2nd, 2003 - 4:21:42 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
mine fails to initalize when i start it up<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">6.</span> <a name="c87"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jul 2nd, 2003 - 4:33:01 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
You need the .NET framework, the link for it is right below the D/L for TG (where it says 'Required' in
red...)<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">7.</span> <a name="c89"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=52">jetscreamer</a></span><span
class="right">Posted: Jul 2nd, 2003 - 5:12:20 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
in the place where you select the sky, i think the left and the right are transposed. also, i see in the
background, as i type this, that tg is still capturing my keystrokes, and doing things... :)<br>
<br>
wonder what i just did... <br>
<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">8.</span> <a name="c90"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=125">TexasFist</a></span><span
class="right">Modified: Jul 2nd, 2003 - 10:12:43 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
I just got it. It works great, it only took about 15mins to figure out<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">9.</span> <a name="c91"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=52">jetscreamer</a></span><span
class="right">Posted: Jul 2nd, 2003 - 11:08:23 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
on the second session:<br>
<br>
i hit the up or down arrow key to move around, and the select grid size in the menu bar comes down and
it scrolls over the numbers<br>
<br>
not all the time, sometimes the pov moves, but mostly the pop down menu does the moving :(<br>
<br>
cool tool though, just gettin a feel for it<br>
<br>
<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">10.</span> <a name="c92"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Modified: Jul 3rd, 2003 - 11:18:35 am</span>
<div class="space"></div>
</div>
<div class="content"><br>
Thanks for the feedback jetscreamer, I think I've fixed both those problems.<br>
<br>
<img src="../../images/emotes/cool.gif" width="32" height="32" alt="cool"><br>
<br>
<Edit><br>
I've updated TG to build 5 which includes the above fixes and some code to speed up the texture
browser.<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">11.</span> <a name="c200"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=229">oates</a></span><span
class="right">Posted: Aug 30th, 2003 - 12:51:09 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
whens link for the terrain generator going to be fixed<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">12.</span> <a name="c202"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Aug 30th, 2003 - 3:39:42 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
All links work as far as I can tell.<br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">13.</span> <a name="c237"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=279">123</a></span><span
class="right">Modified: Oct 7th, 2003 - 4:26:42 am</span>
<div class="space"></div>
</div>
<div class="content"><br />
Рулёзная прога!!!! Жаль шо буржуйская :(<br />
прямой линк : <br />
<br />
http://pub.xferoc5a.fileplanet.com/^37317931/counter-strike/countermap/terraingenerator300beta.exe<br />
<br />
в FilePlanet : логин: cherep<br />
пароль: 123<br />
<br />
доброго времени суток!<br />
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">14.</span> <a name="c268"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Nov 1st, 2003 - 6:49:40 pm</span>
<div class="space"></div>
</div>
<div class="content"><br>
Yep, thanks for pointing that out, will fix it.<br>
<br>
<img src="../../images/emotes/yeahbaby.gif" width="32" height="32" alt="yeahbaby"><br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">15.</span> <a name="c296"
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?a=347">Glidias</a></span><span
class="right">Posted: Dec 12th, 2003 - 4:02:24 am</span>
<div class="space"></div>
</div>
<div class="content"><br>Suggestion: It seems .dxf and .asc formats are not very texture friendly. Thus i
suggest for the .dxf format export, please don't provide any texture information or material group
information. (make it like v1.2.3 that gives me with a clean white texture-less mesh to work with).
However, i was wishing for perhaps another file format export that is texture friendly (eg. Wavefront
.obj or .3ds format). Basically, it should read the no. of textures being used in the .tgm file and
create a unique material group for each unique texture being used. Then, each face of the exported
terrain shoudl be assigned accordingly to either one of the material groups. For example, if my .tgm
uses 3 unique textures, then the exported file format should consist of 3 material groups and each face
of the exported terrain should belong to either one of the 3 material groups. Also, UV mapping is
checked for each individual terrain patch from the .tgm and this is translated into the exported file
format as well. Thus, the exported file format will be an exact replica of what i see in Nem's terrain
generator. I know this is *A LOT* to ask for but i think it's worth it. You could have terrain .mdls.
created very fast that way instead of painstakingly texturing the terrain model in MS3d, eg. <img
src="../../images/emotes/bulge.gif" alt="" border="0"><br>
I'm not complaining though. But imagine if i could do it all in Nem's Terrain Generator...with just 1
program...!<br>
<br>
</div>
</div><br>
<div class="offsets">[ 1 <a
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?c=54&o=15#p54">2</a>
<a
href="https://web.archive.org/web/20170915130116/http://nemesis.thewavelength.net/index.php?c=54&o=30#p54">3</a>
]</div><br>
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<div class="heading2 center"><span class="note">Nem's Tools v2.0 © 2006 <a
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