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About Terrain Generator - NemPosted: May 26th, 2003 - 4:04:41 pm
About:

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.

Screenshots:

Terrain Generator

Terrain Generator

Terrain Generator

Features:
  • Full 3D control over the appearance of your terrain.
  • Nine tools to help you shape your terrain.
  • Fractal terrain generation via eleven unique configurable algorithms.
  • Heightmap terrain generation.
  • Multi level Undo, Redo and Revert.
  • Four render modes: Textured, Solid, Wireframe, and Points.
  • Several different styles of lightmaps.
  • Lots of additional display options.
  • Save your terrain as a .tgm file for latter editing.
  • Exports to .vmf, .map, .rmf, .t3d, .dxf, .obj, .smf, .txt, .bmp and .jpg file formats.
  • Ability to export hint brushes along with your terrain for polygon reduction in Quake engine based games.
  • Texture browser.
  • Simple vertex locking.
  • Recent .tgm file menu.
  • Quick and easy setup.
  • 100% Free.
Download

Modified: Feb 15th, 2007 - 4:15:07 pm[ 146640 Views ]

[ 1 2 ]

1. blueprintPosted: Jun 20th, 2003 - 4:28:29 pm

exhausted so much fun, i cant stop playing with it =]

2. seraphModified: Jul 17th, 2003 - 4:36:08 pm

happy seems like a FUCKIN great tool! but ít don´t starts (if downloaded every file needed) exhausted

3. NemPosted: Jul 21st, 2003 - 10:06:34 pm

Could you elaborate on that?

4. vynumPosted: Sep 6th, 2003 - 4:44:09 am

thank you so much for a wonderul yet powerfull tool

5. LeJeanModified: Oct 29th, 2003 - 6:06:16 am

Error 404 at FilePlanet sad
where else can I get that ?
sorry, just working. had a problem with my connection...

6. pepparoniPosted: Apr 13th, 2004 - 10:24:22 am

A wonderful tool! Nice work! happy

7. cdundePosted: Apr 23rd, 2004 - 10:17:43 am

yeahbaby

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?

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.

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. what
Maybe that's over simplifying it, I hope not.
happy

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.

Anyway, it's just a suggestion but I sure hope you would add that feature.

Thank you and take care,

cdunde

8. NemPosted: Apr 23rd, 2004 - 3:25:50 pm

The problem is a fairly complex one so I dont think I'll be writing a .map importer, just to much work.

myhead

9. NapivoModified: Apr 30th, 2004 - 6:08:56 am

In reply to Xenocide in GCFScape v1.1.0 Beta thread who asked about the size of terrain you can use

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.

10. TeHOmnIHaXoRPosted: Aug 26th, 2004 - 5:50:33 pm

where can i get a map converter that will do bsp to rmf.. anyone know?

11. drynnPosted: Oct 20th, 2004 - 6:22:51 am

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.

In the old version, the Flatten tool worked virtually instantaneously.

Is there an adjustment?

12. NemPosted: Oct 20th, 2004 - 12:46:40 pm
Yep:
  1. From the Tools menu select Options.
  2. Go to the Tools tab.
  3. Go to the Flatten tab.
  4. Unckeck Smart Code.

13. drynnPosted: Oct 20th, 2004 - 2:58:49 pm

Sorry for the double post: I did not realise that the forums were interlinked.

Flatten now works as before. Thanks very much for that.

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.

14. NemPosted: Oct 20th, 2004 - 3:16:20 pm

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.

15. BluefangPosted: Oct 21st, 2004 - 6:04:46 am

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.

16. billPosted: Feb 8th, 2005 - 12:58:23 am
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?

17. billPosted: Feb 8th, 2005 - 1:01:35 am
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

18. NemPosted: Feb 8th, 2005 - 11:28:30 am
You can edit comments...

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 http://www.chatbear.com/board.plm?a=viewthread&t=424,1102888916,7007&id=752365&b=4989&v=flatold&s=0]this thread (scroll down to my big post).

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.

19. billPosted: Feb 8th, 2005 - 12:52:40 pm
ok, it was late so i wasnt thinking clearly, thanks pal

20. Stu L TissimusPosted: Feb 8th, 2005 - 1:15:18 pm
Hi there,

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.

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.

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?

21. NemPosted: Feb 8th, 2005 - 5:40:45 pm
Can you describe to me what you are doing to import the heightmap?

22. Stu L TissimusPosted: Feb 9th, 2005 - 1:55:30 pm
Okay, lemme go through the entire process.

1) Start new 48x48 map, triangles are at size 160.
2) Edit -> Push Revert
3) Make one or two changes to the map likeraising up one square (Purely for debugging!)
4) File -> Export -> Heightmap (Saved as a bmp)
5) Ctrl-Z back to the original.
6) Terrain -> Generate
7) Get rid of any checked off things excluding heightmap in the heightmap tab
8) Select the bitmap
9) Press generate

And then nothing. ;_;

23. Stu L TissimusPosted: Feb 9th, 2005 - 1:56:32 pm
Yay, I figured it out. When the scale is set to 1, it doesn't do anything. :D

24. NemPosted: Feb 9th, 2005 - 5:22:03 pm
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.

25. thebeebsterPosted: May 14th, 2005 - 12:37:20 pm
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?package

26. Chris CunninghamPosted: May 19th, 2005 - 7:01:41 am
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?

27. NemPosted: May 19th, 2005 - 1:45:14 pm
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.

28. newbie mapperPosted: Jul 16th, 2005 - 3:52:39 pm
Where can I get the link for this Terrain Generator? lazy

29. ellisdPosted: Aug 23rd, 2005 - 10:05:03 am
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! waaa

30. NoBodyPosted: Aug 23rd, 2005 - 12:56:28 pm
yes

31. turboguy_81Posted: Sep 16th, 2005 - 1:55:05 am
Hi Nem,
the terrain generator is great.
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.
Thanks.

32. Goodfella_DealPosted: Oct 18th, 2006 - 1:34:22 pm
Nem.. I read that this wasn't originally made for source, maybe thats why I'm having this problem.

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:

http://i59.photobucket.com/albums/g283/goodfelladeal/badscreenshot.jpg

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?

Thank you,
Deal

33. NemPosted: Oct 19th, 2006 - 3:38:17 pm
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?

34. Goodfella_DealPosted: Oct 21st, 2006 - 10:51:00 am
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.

Great tool btw.. makes it a lot easier to do.

35. orgleePosted: Dec 21st, 2006 - 9:23:32 pm
How can I set map size ? Please if you know and what to help me send me a email. Regards
( you have made a great app to bad that Im to newbie to estimate it :D )

36. StinoModified: Dec 30th, 2006 - 7:15:51 am
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)

like you are working with integers for height and not floating point values :s

left side is my original height map, right side is the heightmap being exported by Terrain Generator


if i use the smooth feature in generate i get it flatter and flatter but not smooth

37. NemPosted: Dec 30th, 2006 - 10:57:12 pm
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.

38. Oblivion3794Modified: Jan 14th, 2007 - 7:19:08 am
I can find any of the texture files

39. FuzzyModified: Jan 19th, 2007 - 12:21:14 pm
ok, this might be a stupid question,but im new to this whole mapping thing.

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.

This is the error:
ERROR:MAX_MAP_CLIPNODES

Is it possible that the terrain I created with TG has too many clipnodes? If so how can I fix this?

I know this a hammer/compiling error, but when I compile maps without TG it seems fine.

This is my log:

Code:
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlcsg.exe "f:\program files\valve hammer editor\maps\truthterrain_beta1"-cliptype smallest -noclipeconomy
Entering f:\program files\valve hammer editor\maps\truthterrain_beta1.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ on ]
clip hull type [ smallest ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

CreateBrush:
(56.99 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(65.16 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 4 used textures, 17.39 percent of map (3116 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\de_copan.wad
- Contains 2 used textures, 8.70 percent of map (39 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\de_raoni.wad
- Warning: Larger than expected texture (348972 bytes): 'GRAVELGRASS01'
- Warning: Larger than expected texture (348972 bytes): 'GRAVELGRASS02'
- Warning: Larger than expected texture (348972 bytes): 'GRAVELGRASS03'
- Warning: Larger than expected texture (348972 bytes): 'GRAVELGRASS04'
- Warning: Larger than expected texture (348972 bytes): 'TRACKS01'
- Warning: Larger than expected texture (348972 bytes): 'TRACKS02'
- Warning: Larger than expected texture (348972 bytes): '{PALMS'
- Warning: Larger than expected texture (348972 bytes): '{PALMS3'
- Warning: Larger than expected texture (348972 bytes): '{PALMS2'
- Contains 0 used textures, 0.00 percent of map (55 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\czde_truth.wad
- Warning: Larger than expected texture (348972 bytes): '{BAM_TREES03'
- Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
- Contains 17 used textures, 73.91 percent of map (72 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\fuzzy_maiden@yahoo.com\counter-strike\cstrike\de_maya_beta4.wad
- Contains 0 used textures, 0.00 percent of map (35 textures in wad)

Texture usage is at 1.03 mb (of 4.00 mb MAX)
123.27 seconds elapsed [2m 3s]

----- END hlcsg -----



hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlbsp.exe "f:\program files\valve hammer editor\maps\truthterrain_beta1"-maxnodesize 8192

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 8192 ] [ 1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6586 (11.74 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-2274,-1918, 186)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

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)
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)
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)
Error: Exceeded MAX_MAP_CLIPNODES
Description: The map has a problem which must be fixed
Howto Fix: Check the file http://www.zhlt.info/common-mapping-problems.html for a detailed explanation of this problem



----- END hlbsp -----



hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlvis.exe "f:\program files\valve hammer editor\maps\truthterrain_beta1"
>> There was a problem compiling the map.
>> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for the cause.

----- END hlvis -----



hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: F:\PROGRA~1\VALVEH~1\tools\COMPIL~1\hlrad.exe "f:\program files\valve hammer editor\maps\truthterrain_beta1"
>> There was a problem compiling the map.
>> Check the file f:\program files\valve hammer editor\maps\truthterrain_beta1.log for the cause.

----- END hlrad -----


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,

Please help a little chick out :(
-fuzzy-

40. NemPosted: Jan 19th, 2007 - 2:14:43 pm
You're going to want to fix your leak as this will add all kinds of unnecessary clipnodes.

41. rj_jacob101Posted: May 3rd, 2007 - 3:36:52 pm
Hey Nem, I keep getting this error everytime I try to load the terraingenerator.exe, , do you know a way I can fix this?

42. IcoephPosted: Jun 5th, 2007 - 11:27:12 pm
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.

Is there a simple way to do this so it fits my work precisely or is it simply shots in the dark? shrug

43. cluelessdolphinPosted: Jun 7th, 2007 - 10:55:04 am
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?

44. NemPosted: Jun 10th, 2007 - 1:17:43 pm
Icoeph:
Is there a simple way to do this so it fits my work precisely or is it simply shots in the dark? shrug

Right now, there is no way to import your map as a reference. Generally I start with the terrain then add other geometry.

cluelessdolphin:
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?

TG was originally built for TG1. While it can export HL2 terrain it doesn't really support the HL2 material system. See this thread for more info.

45. jm3dPosted: Jun 22nd, 2008 - 8:19:14 am
Hi there. I've just installed Terrain Generator for the first time. Looks easy to use, fast processing and very flexible.

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?

At present, I just want to load up a texture to see that everything works.

Cheers,

JM.

46. bamman62Posted: Sep 30th, 2008 - 9:05:00 pm
Brilliant tool, I was looking for a long time for a program like this love

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...)

47. NemPosted: Sep 30th, 2008 - 9:52:23 pm
These is a cave tutorial here.

48. bamman62Posted: Sep 30th, 2008 - 10:39:03 pm
That reply was a lot faster than I expected alarmed Thanks ^_^

49. horroxPosted: Oct 3rd, 2008 - 2:51:24 pm
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?

50. jungrok5Posted: Dec 4th, 2008 - 10:27:45 am
I need Capture function.
Could you add Capture function please?
thank you.watermelon

51. jungrok5Posted: Dec 4th, 2008 - 10:32:18 am
horrox//

First, Make new project
then
Tools -> Option -> Packages -> Add package or Add Foldersad

52. MaximosaPortalPosted: Feb 26th, 2009 - 9:55:24 pm
I can't find any HL2/Source games WADs,can anyone help me about this? Thanks -MaximosaPortal walking

53. StojkePosted: May 7th, 2009 - 4:29:31 am
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.

If you can please take a look here:



The first image was the opened file in hammer after it was generated by terrain editor, and the other two are .bsp files.
The first one is textured and the other is wireframed. exploding

Im a experienced noob at hammer and please help if you can. apple

54. Timur4iKPosted: Jul 3rd, 2009 - 10:24:22 am
How do you do! I from Rossia so little not dialect in english ))) Possible assign the question?

55. davidparks21Posted: Jul 25th, 2009 - 2:47:00 am
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.

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.

I'm using this in a flash environment, so optimization is quite important to me.

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.

56. NachomanPosted: Aug 7th, 2009 - 4:39:48 pm
Holy crap,thanks a lot! This is simply epic.

57. izodPosted: Aug 7th, 2009 - 9:41:19 pm
How do you load these in Hammer?

58. valekkongPosted: Oct 7th, 2009 - 8:06:29 am
What load?

59. luderPosted: Apr 30th, 2010 - 2:31:18 pm
How to download?


60. Fourty-SevenPosted: Apr 30th, 2010 - 3:45:09 pm
Stojke:
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.

The first image was the opened file in hammer after it was generated by terrain editor, and the other two are .bsp files.
The first one is textured and the other is wireframed. exploding

Im a experienced noob at hammer and please help if you can.


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.

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).

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 ;).

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.

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).

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