1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
|
<!DOCTYPE html>
<head>
<title>Nem's Tools [Terrain Generator - Tutorials - Terrain Generator Map Files]</title>
<link rel="shortcut icon" href="../../favicon.ico" type="image/x-icon">
<link rel="stylesheet" type="text/css" href="../../css/default.css">
<meta http-equiv="pragma" content="no-cache">
<meta http-equiv="cache-control" content="no-cache">
<meta name="author" content="Ryan Gregg">
<meta name="description" content="Nem's Half-Life and Half-Life 2 editing tools.">
</head>
<body>
<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.
</div>
<div class="main">
<div class="group">
<div class="separator"></div>
<div class="heading2 menu">
<a href="../../index.html" class="menuitem">Home</a>
<a href="../../pages/GCFScape.html" class="menuitem">GCFScape</a>
<a href="../../pages/Crafty.html" class="menuitem">Crafty</a>
<a href="../../pages/VTFLib.html" class="menuitem">VTFLib</a>
<a href="../../pages/Batch_Compiler.html" class="menuitem">Batch Compiler</a>
<a href="../../pages/Terrain_Generator.html" class="menuitem">Terrain Generator</a>
<a href="../../pages/BSP_Viewer.html" class="menuitem">BSP Viewer</a>
<a href="../../pages/MAP_Viewer.html" class="menuitem">MAP Viewer</a>
<a href="../../pages/virtuAMP.html" class="menuitem">virtuAMP</a>
<a href="../../pages/Miscellaneous.html" class="menuitem">Miscellaneous</a>
</div>
<div class="separator"></div>
<div class="content">
<div class="main_area">
<div class="space"></div>
<div class="main_content">
<div class="group">
<div class="heading1">
<div class="space"></div><span class="left"><a name="p56"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=56#p56">Terrain
Generator Map Files</a> - <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jul 1st, 2003 - 3:38:42 pm</span>
<div class="space"></div>
</div>
<div class="content"><b>Data Types:</b><br><br>
<center>
<table>
<tbody>
<tr>
<td class="title">
<center>Type</center>
</td>
<td class="title">
<center>Description</center>
</td>
</tr>
<tr>
<td class="argument" valign="top">
int
</td>
<td class="value1" valign="top">
32 Bit Integer
</td>
</tr>
<tr>
<td class="argument" valign="top">
float
</td>
<td class="value1" valign="top">
32 Bit IEEE Floating Point Number
</td>
</tr>
<tr>
<td class="argument" valign="top">
bool
</td>
<td class="value1" valign="top">
8 Bit Boolean
</td>
</tr>
<tr>
<td class="argument" valign="top">
string
</td>
<td class="value1" valign="top">
Variable Length String. (An int followed by an ASCII char array, no null terminator.)
</td>
</tr>
</tbody>
</table>
</center>
<br><br>
<b>Structures:</b><br>
<p>Header:</p>
<div class="vbcode">
typedef struct Header300
{
int XSize; // Number of vertices on the X axis.
int YSize; // Number of vertices on the Y axis.
float QuadSize; // Length of each quad.
} Header300;
</div>
<p>Vertex3f:</p>
<div class="vbcode">
typedef struct Vertex3f
{
float X;
float Y;
float Z;
} Vertex3f;
</div>
<p>Vertex2f:</p>
<div class="vbcode">
typedef struct Vertex2f
{
float U;
float V;
} Vertex2f;
</div>
<p>TG Vertex:</p>
<div class="vbcode">
typedef struct TGVertex
{
Vertex3f Vertex; // X,Y,Z coordinates of vertex.
bool Locked; // Vertex locked.
} TGVertex;
</div>
<p>TG Face:</p>
<div class="vbcode">
typedef struct TGFace
{
string Texture; // Texture name.
Vertex2f Shift; // Texture shift.
Vertex2f Scale; // Texture Scale.
float Rotation; // Texture rotation in degrees.
} TGFace;
</div>
<br><br>
<b>File Layout:</b><br>
<p>TGM File:</p>
<div class="vbcode">
{
string Version; // TGM Version ('TGM300').
Header300 Header; // Header information.
TGVertex Vertices[]; // Array of Vertices.
TGFace Faces[]; // Array of Faces.
}
</div>
</div>
<div class="heading1">
<div class="space"></div><span class="left">Modified: Jul 1st, 2003 - 3:55:46 pm</span><span
class="right">[ 26548 Views ]</span>
<div class="space"></div>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">1.</span> <a name="c2554"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Jul 18th, 2007 - 1:26:51 pm</span>
<div class="space"></div>
</div>
<div class="content">hi nem,<br>how do implement your string type? Is it in a library or #include
somewhere already?<br>I did typedef char* string; and my prog compiled but I suspect that isn't how it
is supposed to be done. <br>When you say "An int followed by an ASCII char array, no null terminator."
do you mean the int stores the length of the char array, maybe like:<br>struct string<br>{<br> int
length;<br> char[] txt;<br>
};<br>
<br>
Thx for your help</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">2.</span> <a name="c2555"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jul 18th, 2007 - 2:12:12 pm</span>
<div class="space"></div>
</div>
<div class="content">They'd appear as the struct you declared in the file, but they're variable length, so
you can't read them directly as a struct. This should work:<br><br>
<div class="vbtitle">Code:</div>
<div class="vbcode">int iLength = 0;<br>fread(&iLength, sizeof(int), 1, pFile);<br>char *lpString =
new char[iLength + 1];<br>fread(lpString, sizeof(char), iLength, pFile);<br>lpString[iLength] = '\0';
</div>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">3.</span> <a name="c2561"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Jul 19th, 2007 - 1:36:41 pm</span>
<div class="space"></div>
</div>
<div class="content">hey nem, thanks for the info. <br>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">4.</span> <a name="c2563"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Jul 19th, 2007 - 5:40:55 pm</span>
<div class="space"></div>
</div>
<div class="content">hey nem, i got another question:<br>
i was reading the texture area of a file and there seems to be a lot more TGFace items than i thought. I
was assuming that there were 2 TGFace items in the array for every square created by the grid of points.
I kept reading more and more than that trying to find the end of the file and there was way more than I
expected. Thanks for your help.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">5.</span> <a name="c2564"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jul 19th, 2007 - 6:47:18 pm</span>
<div class="space"></div>
</div>
<div class="content">Not sure if you're asking a question, but to clarify, there are Header300.XSize *
Header300.YSize vertices and (Header300.XSize - 1) * (Header300.YSize - 1) faces. If you only want the
height data, then you only need to read the first vertex section, if you want the texture data, you have
to read the second face section. To interpret the second section, think of the terrain consisting of
strips of quads; there is one face per quad.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">6.</span> <a name="c2565"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Jul 19th, 2007 - 7:33:47 pm</span>
<div class="space"></div>
</div>
<div class="content">here's the code when i assumed the faces were triangles, 2 per quad, which is twice
as many as what you are saying:<br><br>[code]<br> int numtriangles = 2 * (m_Header->XSize-1) *
(m_Header->YSize-1);<br> m_Faces = new TGFace[numtriangles];<br> for (i=0; i < numtriangles;
i++)<br> {<br> fread(&iStrLength, sizeof(int), 1, pFile);<br> m_Faces[i].Texture.length =
iStrLength;<br> m_Faces[i].Texture.txt = new char[iStrLength];<br> fread(&m_Faces[i].Texture.txt,
sizeof(char), iStrLength, pFile);<br> //m_Faces[i].Texture.txt[iStrLength+1] = "\0";<br>
fread(&m_Faces[i].Shift, sizeof(Vertex2f), 1, pFile);<br> fread(&m_Faces[i].Scale,
sizeof(Vertex2f), 1, pFile);<br> fread(&m_Faces[i].Rotation, sizeof(float), 1, pFile);<br> printf
("%f %f\n",m_Faces[i].Rotation,m_Faces[i].Rotation);<br> printf ("%s\n",m_Faces[i].Texture.txt);<br>
}<br> printf ("%d %d",numverts, i);<br>[/code]<br>
I'm testing with a 121 point (11 x 11) file, and the value of "i" at the end prints 200.<br>
<br>
I should have definitely faulted or reached EOF, but it doesn't. I even went higher than numtriangles
iterations, and it still didn't fault. <br>
<br>
This code is from right after reading the vertex info which i verified was read correctly and
completely. <br>
The values printed by the printf for Shift,Scale, and Rotation are all zero's (as opposed to random
garbage). <br>
The texture printf prints a blank.<br>
<br>
Also, i never assigned a texture to my test file (or even loaded a wad)., which may have something to do
with it.<br>
<br>
I'm basically confused how come the file seems to be so much bigger than it should be.<br>
<br>
thanks</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">7.</span> <a name="c2569"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Jul 20th, 2007 - 1:55:33 pm</span>
<div class="space"></div>
</div>
<div class="content">sorry for the hassle, i just discovered that you can read past the end of the file
and not throw an exception. Very un c/c++ like. Twas like you said of course. <br>
<br>
This may have been discussed elsewhere on the site, but does TG have the ability to increase/decrease
number of points while keeping height info intact? And also, can TG clip parts of a terrain (and/or
paste or save them somewhere)?<br>
<br>
I played with TG a little, but not completely and i didn't see anything like this.<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="c2575"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Jul 21st, 2007 - 8:09:58 pm</span>
<div class="space"></div>
</div>
<div class="content">Each quad (pair of triangles) has one face, so you're reading in twice as many faces
as you need to.<br>
<br>
You cannot adjust the number of vertices per axis after you've created your terrain in TG. I'm not sure
what you mean by clipping the terrain.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">9.</span> <a name="c2581"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Modified: Aug 13th, 2007 - 6:51:51 pm</span>
<div class="space"></div>
</div>
<div class="content">i wrote a console program which does things to the terrain files. Here's the README.
Let me know if you want it posted here and/or if you want the code posted here. The repointing part
isn't perfect, but it's not bad.<br><br>here's the readme:<br>
<div class="vbtitle">readme:</div>
<div class="vbquote"><br>This program splits, scales, and/or adds/subtracts points from files created by
Nem's excellent terrain generator.<br><br>You should back up any files you don't want modified/lost
and/or read this whole thing before you use this.<br><br>This program is written in c++ and currently
only runs properly on linux, bsd, etc but not on windows, I believe because of different
implementations of "strtok". It builds on windows, and is so close to running, but alas I got fed up
with it, and it dogged me. It needs to run on windows bad because that is where the actual terrain
generator made by Nem runs. If anybody can fix this and get it to run on windows, that would be so
freaking awesome. It should be simple for anybody familiar with processing strings in c++ (which I
ain't). The bug is in main.cpp in the function LoadConfigFile where the config file is being read to
load the commands.<br><br>Also, this program isn't super user-friendly, as in if you specify the wrong
file on the command line or don't pass in the correct number or type of parameters in the config file,
it will simply crash without telling you anything in most cases (sometimes writing a giant core dump
file, if you have core dumps turned on). So if that happens, you need to go back and scrutinize all
your spelling, number of parameters, etc.<br><br>This program is run on the command line
like:<br>tgmanip filename<br>or<br>tgmanip filename <configfile><br><br>"filename" is the name
of your terrain file, and <configfile> is the name of the file that tells the program what to
do.<br>If the program is run without specifying a config file, the program will look for a file in the
same directory as the terrain file with the same name but with a .cfg extension instead. If it can't
find a config file to use, it won't run.<br>If your paths have spaces in them, use quotes.<br><br>The
commands in the config file are:<br>split <numbercolumns> [<numberrows>]<br>scale
[sections] <factor> [<scaleZ>]<br>repoint [sections] <factor><br>scroll
<xfactor> <yfactor><br>rotate <number of quarter turns in counterclockwise
direction><br>join <filename1> <filename2> <vertically><br><br>Note the special
word: sections.<br><br>"split" will split the terrain into <numbercolumns> * <numberrows>
new files (without changing the original) which are the sections of the original. If
<numberrows> is omitted, then it will be the same as <numbercolumns>.<br><br>"scale" is
pretty obvious. Pass in a number. The number 1 would keep the same scale. Negative numbers will mirror
it twice, which essentially just rotates it 180 degrees. If the parameter <scaleZ> is not 0 or
omitted, then the heights will scale, otherwise they'll remain the same.<br><br>"repoint" multiplies
the current number of quads along the x axis times <factor> to come up with the new number of
quads along the x axis while maintaining the same size terrain. So again, giving it 1 will keep it the
same. Specifying a number less than 1 will subtract information from the terrain. Working with
rectangular (as opposed to perfectly square) grids can possibly result in a loss of information (a
strip across the top of the grid) if the resulting new quad size doesn't divide perfectly into the
overall height (y axis) of the grid.<br>The algorithm for figuring out the z values of the new points
isn't very sophisticated (ie doesn't use calculus) or psychic (not sure if calculus would help), it
only looks good if you repoint by a factor of 2 at a time. See below for good workaround. If somebody
can figure this out, that would be awesome.<br><br>"scroll" will scroll the terrain by <xfactor>
along the x axis and by <yfactor> along the y axis. A factor of 1 makes it scroll all the way
around and end up where it began, essentially doing nothing, which is what should be done (instead of
specifying 0) if you don't want it scrolled any in that particular direction.<br><br>"rotate" will
rotate the terrain by 90 degrees in the counterclockwise direction for every quarter turn
specified.<br><br>"join" takes 2 terrain files and joins them together into 1 terrain file. If
<vertically> is 0, the terrains will be joined side by side, otherwise they will be one above
the other (along the y axis). The resulting file does not have to exist beforehand and will be named
the same as the config file except with a .tgm extension. See below.<br><br><br>If you put the word
"sections" after a command, it does the command to all the sections (without modifying the original).
Otherwise it will modify the original.<br>There must already be a "split" command before specifying
"sections" in any commands. Also, the program doesn't support recursively splitting sections (unless
you manually run it again).<br></div><br>Examples for a config file:<br>
<div class="vbtitle">Code:</div>
<div class="vbcode"><br># pound sign is for comments in the config file<br><br># simply add more detail
to the original -<br># Doing a repoint to add more detail with any value other than 2 makes it look
wacked,<br># so if you want more detail than twice as much (like 4 times as much), simply call<br>#
"repoint 2" twice<br>repoint 2<br>repoint 2<br><br># split the file into 16 new files, scale them all
out to be bigger without scaling the height, add lots more detail to all of them<br>split 4 4<br>scale
sections 2 0<br>repoint sections 2<br>repoint sections 2<br>repoint sections 2<br><br># split a
terrain across the center horizontally into 2 pieces<br>split 1 2<br><br># scroll a terrain 30% to the
right, but not at all up and down<br>scroll .3 1<br><br># scroll all the newly made sections 50% in
both axes (don't know why you would want this)<br>scroll sections .5 .5<br><br># rotate a terrain 270
degrees (3 quarter turns to the left)<br>rotate 3<br><br># join 2 files side by side<br>join
foothills.tgm bigassmountain.tgm 0<br><br># or vertically<br>join foothills.tgm bigassmountain.tgm
1<br><br># the resulting terrain file will be named the same as the config file (with a .tgm
extension) that<br># the join command is in even if the terrain file doesn't exist yet. So you would
make for example a config<br># file named "joined.cfg" and on the command line say:<br># tgmanip
joined.tgm<br># even though the file "joined.tgm" doesn't exist yet.<br></div>
</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">10.</span> <a name="c2582"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Jul 25th, 2007 - 8:26:47 pm</span>
<div class="space"></div>
</div>
<div class="content">lol i totally borked the page</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">11.</span> <a name="c2583"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Jul 26th, 2007 - 12:43:42 pm</span>
<div class="space"></div>
</div>
<div class="content">thx for fixing my ignorant formatting. I'll try to find a place to post this program
for download if you don't want to host it. If you do, that would be great, but i can probably find a
place in a few days or so. If you want some of the code to incorporate into TG lemme know and i'll
post/send it. I'm probably going to add some more functions like scrolling and concatenating soon
too.<br>
BTW im doing all this so i can more easily make a planet, in case you're wondering why any of this is
useful.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">12.</span> <a name="c2588"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span
class="right">Posted: Aug 1st, 2007 - 12:28:48 pm</span>
<div class="space"></div>
</div>
<div class="content">If you can post a link to the download, I'll put it in a more prominent spot.<br>
<br>
The current version of TG is quite inefficient, I've meant to rewrite it for well over a year, but I
haven't had much of a chance.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">13.</span> <a name="c2600"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Aug 6th, 2007 - 4:51:38 pm</span>
<div class="space"></div>
</div>
<div class="content">Yeah i know how the "haven't had much of a chance" thing goes. I'm surprised I
managed to get as far as I did. <br>
<br>
There is a problem with my program. I developed it on linux, where it works fine, but the part that
parses the config file for instructions is broken on the windows build due to (I strongly suspect)
different implementations of the function "strtok" between the windows version of c++ and the linux
version. String manipulating/parsing in c++ for me is a frustrating bitch. <br>
<br>
I tried to tweak it so it wouldn't seg fault on the windows build, but I started pulling my hair out
real soon so i said "fuggit". I'll probably retry soon though because I'm kind of getting tired of
transferring giant files all the time.<br>
<br>
I've added scrolling, but got sidetracked from adding concatenating and rotating, so here's what I might
can do:<br>
I can post everything I have somewhere, work on rotating and concatenating, and maybe some helpful soul
in the meantime will fix the string parsing thing on windows.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">14.</span> <a name="c2603"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Aug 6th, 2007 - 11:24:53 pm</span>
<div class="space"></div>
</div>
<div class="content">It's at:<br><a
href="https://web.archive.org/web/20170915115049/http://planet.insteadofwork.com/">http://planet.insteadofwork.com</a><br>
<br>
Feel free to use whatever code you want if you find it useful.<br>
<br>
I'm adding concatenating files and rotating soon.<br>
<br>
BTW the archives contain the source code, linux binary, and a visual studio .vcproj file and a README
file.</div>
</div><br>
<div class="group">
<div class="heading2">
<div class="space"></div><span class="left"><span class="title">15.</span> <a name="c2605"
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=2854">tonf</a></span><span
class="right">Posted: Aug 7th, 2007 - 11:59:54 pm</span>
<div class="space"></div>
</div>
<div class="content">yo hang on making that more public yet. Textures were broken, but now they're fixed,
and all I've got left now is rotate</div>
</div><br>
</div>
<div class="main_sidebar">
<div class="group">
<div class="heading1"><span class="title">Terrain Generator</span></div>
<div class="content"><span class="title">» <a
href="../../pages/Terrain_Generator.html">About</a></span><br>
<span class="title">» <a href="../../pages/Terrain_Generator-Download.html">Download</a></span><br>
<span class="title">» <a href="../Terrain_Generator-Revision_History.html">Revision
History</a></span><br>
<span class="title">» <a href="../Terrain_Generator-Requirements.html">Requirements</a></span><br>
<span class="title">» <a href="../Terrain_Generator-FAQ.html">FAQ</a></span><br>
<span class="title">» <a href="../Terrain_Generator-Tutorials.html">Tutorials</a></span><br>
<span class="title">» <a href="../Terrain_Generator-User_Created_Maps.html">User
Created Maps</a></span><br></div>
</div><br>
<div class="group">
<div class="heading1"><span class="title">Login</span></div>
<div class="content">
<form name="loginform" method="post"
action="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=56&o=0">
<div class="label">Username:</div>
<div><input type="text" name="username" class="textbox" autocomplete="off"
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>
<div class="label">Password:</div>
<div><input type="password" name="password" class="textbox" autocomplete="off"
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>
<div class="label"><input type="checkbox" name="storepassword" class="checkbox"
checked="checked">Store Password</div>
<div><input name="login" type="submit" value="Login" class="button"></div>
</form>
</div>
</div>
<br>
<div class="group">
<div class="heading1"><span class="title">New Users</span></div>
<div class="content">
<span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?action=directory">Directory</a></span><br>
<span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=56&o=0&action=addauthor">Register</a></span><br>
<span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=56&o=0&action=retrievepassword">Retrieve
Password</a></span><br>
</div>
</div>
<br>
<div class="group">
<div class="heading1"><span class="title">Latest Comments</span></div>
<div class="content"><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=277&o=0#c4040">GCFScape
v1.8.6</a> (<a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=13286">saqi55</a>)</span><br><span
class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=213&o=45#c4039">Crafty
FAQ</a> (<a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=13268">steve0503</a>)</span><br><span
class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=277&o=0#c4038">GCFScape
v1.8.6</a> (<a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=13282">imgsrc17</a>)</span><br><span
class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=205&o=210#c4037">About
Crafty</a> (<a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=13231">Paynamia</a>)</span><br><span
class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=169&o=90#c4036">GCFScape
v1.8.6 Full</a> (<a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=13277">liaoyia</a>)</span><br>
</div>
</div><br>
<div class="group">
<div class="heading1"><span class="title">Latest Articles</span></div>
<div class="content"><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=277#p277">GCFScape
v1.8.6</a></span><br><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=276#p276">GCFScape
v1.8.5</a></span><br><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=275#p275">GCFScape
v1.8.4</a></span><br><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=274#p274">GCFScape
v1.8.3</a></span><br><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=273#p273">VTFLib
v1.3.2</a></span><br></div>
</div><br>
<div class="group">
<div class="heading1"><span class="title">Most Popular Articles</span></div>
<div class="content"><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=178#p178">VTFEdit
v1.2.5 Full</a></span><br><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=76#p76">GCFScape
v1.3.1 Full</a></span><br><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=238#p238">VTFEdit
v1.3.3 Full</a></span><br><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=154#p154">VTF
Plug-In for Photoshop</a></span><br><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?c=169#p169">GCFScape
v1.8.6 Full</a></span><br></div>
</div><br>
<div class="group">
<div class="heading1"><span class="title">Newest Member</span></div>
<div class="content"><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=13303">blank</a></span><br>
</div>
</div><br>
<div class="group">
<div class="heading1"><span class="title">Elite Spammers</span></div>
<div class="content"><span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><br><span
class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=376">Bluefang</a></span><br><span
class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=708">NoBody</a></span><br><span
class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=7">Slackiller</a></span><br><span
class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/index.php?a=385">Keloran</a></span><br>
</div>
</div>
<br>
<div class="group">
<div class="heading1"><span class="title">Feeds</span></div>
<div class="content">
<span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/rss/?page=1">RSS
2.0 (News)</a></span><br>
<span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/rss/">RSS 2.0
(Entire Site)</a></span><br>
<span class="title">» <a
href="https://web.archive.org/web/20170915115049/http://nemesis.thewavelength.net/rss/?comments&limit=15">RSS
2.0 (Comments)</a></span><br>
</div>
</div>
</div>
<div class="space"></div>
</div>
</div>
<div class="separator"></div>
<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>
</span></div>
</div>
</div>
</body>
</html>
|