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

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.


Terrain Generator

Terrain Generator

Terrain Generator

  • 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.
Modified: Feb 15th, 2007 - 4:15:07 pm[ 236310 Views ]

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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


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.

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,


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.


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
  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.

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