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[ 183635 Views ]

[ 1 2 3 4 5 ]

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).

[ 1 2 3 4 5 ]

You must be logged in to post a comment.
New users can register here.
Nem's Tools v2.0 © 2006 Ryan Gregg.
Execution time: 0.050161s; Queries: 17.
dishes served.
Powered by The Wavelength.

Valid XHTML 1.0 Transitional Valid CSS
π