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When I launch Terrain Generator I get the following error message: |
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Terrain Generator is written in C# .NET and such as requires the .NET runtimes to run. See the downloads page for more information. |
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When I launch Terrain Generator I get the following error message: |
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Terrain Generator is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads page for more information. |
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Can I use Terrain Generator in a commercial project? |
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Terrain Generator is freeware and any content created by it is the sole property of the creator. As such any content created by TG may be distributed for both commercial and non-commercial purposes at the creators will. The only restriction as stated (I hope) in TG's readme is that the software itself my not be redistributed commercially or used to promote the distribution of a commercial product. (i.e. You can package it on a CD and then sell that CD.) |
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How do I load textures into TG? |
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From the Tools menu select Options and navigate to the Packages tab. The Add Package button can be used to load Half-Life WAD3 texture packages and the Add Folder can be used to load .bmp, .jpg, .tga and .wal textures from a folder on your hard drive. You must first start a terrain before you can access the tools menu. |
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How can I move the camera in the 3D view? |
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To rotate the camera press and hold your right mouse button in the 3D view and move it around. To position the camera use your arrow or WASD keys. |
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Hey timmo
I just tryed using it on my computer and I had no issues.
try a couple things:
A) remove your current installation.
B) Download the latest version in ARCHIVE format (no installer)
at the very monimum try deleteing the config folder.
also, try re-extracting the halflife.wad from the GCf files (if you are using Steam). It is possible that it may be corrupt. also try loading a difrent WAD.
ALSO:
Nem Wrote:
TG wasn't really designed to handle the halflife.wad (as it’s a massive 36 megs of tex data). It can load it; it just takes a fair bit of time. The maximum number of WAD files TG can handle is 255.
Loading a folder doesn’t load texture packages, it loads images (.bmp, .jpg, .tga and .wal are currently supported).
You can speed up loading of large .wad files be extracting their textures to a folder. (wad2bmp can handle this quite well).
So I guess that might also be part of the problem. When I tryed loading the halflife.wad, TG hung for about 2 minutes. IT DID NOT CRASH. due to the size of the WAD, TG was just probably bogged down importing it. Try giving it a couple minutes.
if time dosn't work, I suppose a tempory fix would be to use [utl=http://www.telefragged.com/wally/]Wally[/url] and to copy the textures you want to use and make your own 'halflife.wad'.
I think giving it a couple minutes to process the WAD will work. it will look like the program hangs and it will go non-responcive in the task manager, but give it time.
Hi Bluefang, well you're right. It takes a little while but it does load. You have to have the same wads in WC as you use in TG for a saved terrain to carry over. Many thx. Another question though Nem. Any pointers or thoughts about carving into a terrain to make holes. How does carving effect the division of the quads?
Great programme thx.
You mean carving in Hammer? The compile tools already don't like terrain so it can't be too much worse... Usually I try to work within the generated triangular brushes though.
Just as I thought, as soon as I downgraded it worked again.
1) v2.0 of the .NET Framework is in beta and most likely has some bugs. This could affect Terrain Generator in unpredictable ways.
2) v2.0 of the framework could do certain things differently (I know v1.0 and v1.1 did) and this "bug" could be a product of that. Though, by the sounds of your description, it seems unlikely.
Can one not have both versions installed at the same time?
And anyways, I suggust you don't use the beta unless you need it to run another beta Microsoft product because I could almost gaurentee no other product will be using it until is becomes non-beta.
Hello,
This looks like a really great tool that almost does what I need, but also demonstrated that what i need is possible. I need to generate a displacement map such as Terrain Generator makes from external data. Right now, my external data is a .bmp file in which grayscale maps to elevation. I couldn't find any Import functionality in Terrain Generator, but I wonder how hard it would be to hack such a thing together. Perhaps the .tgm file format is straightforward enough so that I can put together a script to generate terrain from external data easily.
Can Terrain Generator help me in this regard?
I was able to load up my heightmap, and make a level that Hammer could load. I have some more questions, though.
When I loaded the map up, I noticed that there were many surfaces that seemd to be occupying the exact same points in space, causing Hammer to render them as this wierd undulating flashing pattern. Also, on large maps I get an error telling me that certain parts of the map were removed due to errors in the file. Is this due to Terrain Generator being built for Halflife 1?
Also, I understand the concept behind the scale of the heightmap, but I don't understand the base of the scale. In other words, if I set the scale to 1.0, what height does it render black as? What height does it render white as? Is it 0-100?
Thanks.
where can i get wad3 textures because i dont use TG long and i dont know where i get wad3 textures. Can you help me?
when i was rendering size 8 triangles at a grid of 2048x2048
it rendered smoothly like rolling mountains..
i generated a couple times and POOF
all the terrain is now either vertical or flat NOT from genin it since when i undo it's still the weird flat style..
i dont know how to fix this and i think it may be embedded since when i reboot and try to make a different one with different sizes it comes up the same way :(
i am using a Geforce 6800 so it may be the card having a hard time but i dont think so
here's the problem found it!
i set my smoothing generation to 3 passes 3 over and 64 thresh
i dont understand what the thresh does exactly can you explain it?
plz help!
ack i took yet another look at it using the mountain valley tool and it shows it ballooning up to form a smooth round mountain and once i let go..
it goes to that weird form... here to show it i'm hosting some screenshots this may be a reinstall issue
Also, if you are using the grid, you might want to disable it. The grid knocks the terrain to various height intervals and is not necessary for Source terrains or other modeling packages.
Lastly, TG v3 was never intended for such larger terrains (that is an 8 million triangle terrain you have there). v4 will handle such terrains in real time smoothly, but v3 simply can't handle it.
Thanks
Dimitri
ive got three generatore/editors on my pc at now...this one i like the most,
but none will convert to .hmp,wich is the format i need for my game engine.i am using gamestudio6,3d max 8,the gimp to creat my game..now i nee a terrain editor that will play nice with these.i dont want to switch engine b/c ive allready learned sg6 c script.some have said that teragen was good but the controls for that thing are sooooo lame,it generates terrain giving little control so you cant crate plataus or paths through mountains.and i couldnt load it in my game either! being a newbie is harsh,
there is PROGRAM(SHAREWARE) CALLED IRFANVIEW
it can convert formats for you..once i had my terrain in pcx format the engine editor opened it and i was able to save it as a .hmp and load it into game.
o joy!!!!!
It works fine, but i cant convert the texure information
into the map/ ->wmb format.
whenever i texture a terrain in TG, the texturing looks great.
i use several tileable texures that are seemless to each other, and apply them via paint brush tool, they fit perfectly.
when i export them to map and open them in gamestudio, the textures dont fit anymore.
can anyone tell me how to keep the textures that way?
its impossible to adjust the textures by hand...
It works fine, but i cant convert the texure information
into the map/ ->wmb format.
whenever i texture a terrain in TG, the texturing looks great.
i use several tileable texures that are seemless to each other, and apply them via paint brush tool, they fit perfectly.
when i export them to map and open them in gamestudio, the textures dont fit anymore.
can anyone tell me how to keep the textures that way?
its impossible to adjust the textures by hand...
it seems to mess up wehn i rotate the terrain in 3dgs.
texture lock doesnt help either.
i´ll post the question on the gstudio forum.
thanks for this great tool!
thanks,
Matt
The last paragraph of this tutorial and the top of the next.
http://nemesis.thewavelength.net/index.php?c=58#p58
you need to export the terrain from the Terrain Generator then import it into your map editor (i.e. Valve Hammer/World Editor)
This is what it says
Application Has generated an execption that could not be handled.
Process id=0xe90 (3728), Thread id=0xf54 (3924.
Click OK to terminate the Application
Click Cancel to debug the Application
i got a C++ debuger as i am trying to learn to code for Hl2.
Thanks
Head
I do this
From the Tools menu select Options and navigate to the Packages tab. The Add Package button can be used to load Half-Life WAD3 texture packages and the Add Folder can be used to load .bmp, .jpg, .tga and .wal textures from a folder on your hard drive. You must first start a terrain before you can access the tools menu...
but can't find them need help please
rx786@gmail.com please reply to that e-mail or on here if you can thank you .
ok,thank you for your answer!