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<!DOCTYPE html>

<head>
  <title>Nem's Tools [Terrain Generator - Tutorials - Making A Cave]</title>
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              <div class="heading1">
                <div class="space"></div><span class="left"><a name="p36"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=36#p36">Making
                    A Cave</a> - <a
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: May 26th, 2003 - 11:03:17 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">
                <p>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.</p>

                <p>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.</p>

                <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave1.jpg" width="542" height="425"
                    alt=""></center>

                <p>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--&gt;Highlight' menu. Your final outline should look something like this:</p>

                <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave2.jpg" width="544" height="505"
                    alt=""></center>

                <p>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:
                </p>

                <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave3.jpg" width="544" height="505"
                    alt=""></center>

                <p>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:
                </p>

                <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave4.jpg" width="544" height="505"
                    alt=""></center>

                <p>Now that the bottom of our cave is complete were ready to export it. In the 'File--&gt;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:</p>

                <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave5.jpg" width="287" height="258"
                    alt=""></center>

                <p>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:</p>

                <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave6.jpg" width="544" height="505"
                    alt=""></center>

                <p>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):</p>

                <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave7.jpg" width="287" height="258"
                    alt=""></center>

                <p>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:</p>

                <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave8.jpg" width="506" height="518"
                    alt=""></center>

                <p>Next we can clean it up a bit by deleting any unused triangles:</p>

                <center><img src="../../images/subpages/Terrain_Generator-Tutorials/cave9.jpg" width="506" height="518"
                    alt=""></center>

                <p>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?</p>

                <center>
                  <a href="../../images/subpages/Terrain_Generator-Tutorials/cave10.jpg"><img
                      src="../../images/subpages/Terrain_Generator-Tutorials/cave10.jpg" width="320" height="240"
                      border="0" alt=""></a><br><br>
                  <a href="../../images/subpages/Terrain_Generator-Tutorials/cave11.jpg"><img
                      src="../../images/subpages/Terrain_Generator-Tutorials/cave11.jpg" width="320" height="240"
                      border="0" alt=""></a><br><br>
                  <a href="../../images/subpages/Terrain_Generator-Tutorials/cave12.jpg"><img
                      src="../../images/subpages/Terrain_Generator-Tutorials/cave12.jpg" width="320" height="240"
                      border="0" alt=""></a>
                </center>

                <p>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
                  <a
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/files/files/samplecave.zip">here</a>
                  (23kb zipped).</p>
              </div>
              <div class="heading1">
                <div class="space"></div><span class="left">Modified: Jul 2nd, 2003 - 11:32:38 am</span><span
                  class="right">[ 39946 Views ]</span>
                <div class="space"></div>
              </div>
            </div><br>
            <div class="offsets">[ 1 <a
                href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=36&amp;o=15#p36">2</a>
              ]</div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c163"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=194">hugo786</a></span><span
                  class="right">Posted: Aug 8th, 2003 - 12:18:19 am</span>
                <div class="space"></div>
              </div>
              <div class="content"><br>
                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.<br>
                Just thought i'd also say tg is a great tool. Thx!<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">2.</span> <a name="c165"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: Aug 8th, 2003 - 10:34:51 am</span>
                <div class="space"></div>
              </div>
              <div class="content"><br>
                It was v2.3.0 Beta, I've been meaning to update it but it still should get the job done as is.<br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c201"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=228">Xenocide</a></span><span
                  class="right">Posted: Aug 30th, 2003 - 12:57:31 pm</span>
                <div class="space"></div>
              </div>
              <div class="content"><br>
                Although this is a good tutorial, i dont understand the "Exportation" part towards the end<img
                  src="../../images/emotes/sad.gif" width="32" height="32" alt="sad"> ,
                but apart from that TG is a really useful program <img src="../../images/emotes/happy.gif" width="32"
                  height="32" alt="happy">Thank. Also how can i play these maps on CS, im new..<br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c203"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Modified: Aug 6th, 2006 - 6:58:29 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">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 <i>Top</i> is equivalent to <i>Flatten Bottom</i> and
                [i]Bottom[.i] is equivalent to <i>Flatten Top</i>.<br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c260"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=295">zoltan</a></span><span
                  class="right">Posted: Oct 24th, 2003 - 10:35:50 pm</span>
                <div class="space"></div>
              </div>
              <div class="content"><br>
                Hey nem,<br>
                <img src="../../images/emotes/folder.gif" width="32" height="32" alt="folder"><br>
                <br>
                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)<br>
                <br>
                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.<br>
                <br>
                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?<br>
                <br>
                any kind of general tips would be meditated upon daily.<br>
                <br>
                Thanks in advance, Zoltan (n00b local chapter 133)<br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c261"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Modified: Aug 6th, 2006 - 6:59:05 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">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.<br>
                <br>
                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.<br>
                <br>
                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.<br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">7.</span> <a name="c584"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=580">Griffin</a></span><span
                  class="right">Posted: Apr 28th, 2004 - 6:21:20 pm</span>
                <div class="space"></div>
              </div>
              <div class="content"><br>
                how do i hollow out the cave once i have the two halves put together?<br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c586"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: Apr 29th, 2004 - 7:28:51 pm</span>
                <div class="space"></div>
              </div>
              <div class="content"><br>
                The cave should be hollow if you set the exportation options correctly. TG 3.0.0 supports the same
                options.<br>
              </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c1555"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1600">rt</a></span><span
                  class="right">Posted: May 29th, 2005 - 7:34:19 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">where do you get the quark editor and can you export in .xml<br>
                <img src="../../images/emotes/where.gif" width="32" height="32" alt="where"> </div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c1558"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: May 30th, 2005 - 12:35:17 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">You can find it <a
                  href="https://web.archive.org/web/20170915131025/http://dynamic.gamespy.com/~quark/">here</a>. And no,
                it doesn't export .xml files...</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c1902"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=2023">nems_tools</a></span><span
                  class="right">Posted: Feb 26th, 2006 - 9:43:47 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">i was wondering how you can get both bottem half file and top half file onto one
                project. thanks.<br>
                <br>
                <br>
                <br>
                <br>
                P.S: this program is great</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c1905"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: Feb 27th, 2006 - 12:40:39 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">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.</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c2005"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=2178">Eagle
                    1</a></span><span class="right">Posted: May 25th, 2006 - 6:51:30 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">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" <br>
                <br>
                BTW TG is freaking awsome</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c2007"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
                  class="right">Posted: May 26th, 2006 - 9:48:55 pm</span>
                <div class="space"></div>
              </div>
              <div class="content">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.<br>
                <br>
                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.</div>
            </div><br>
            <div class="group">
              <div class="heading2">
                <div class="space"></div><span class="left"><span class="title">15.</span> <a name="c2655"
                    href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?a=2935">[]v[]</a></span><span
                  class="right">Posted: Sep 26th, 2007 - 4:50:39 am</span>
                <div class="space"></div>
              </div>
              <div class="content">I used this to create my cave in Castle Attack. cheers.</div>
            </div><br>
            <div class="offsets">[ 1 <a
                href="https://web.archive.org/web/20170915131025/http://nemesis.thewavelength.net/index.php?c=36&amp;o=15#p36">2</a>
              ]</div><br>
            <div class="info center">You must be logged in to post a comment.<br>New users can register <a
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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
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