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.
Modified: Feb 15th, 2007 - 4:15:07 pm[ 170498 Views ]

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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 I read that this wasn't originally made for source, maybe thats why I'm having this problem.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.

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