Terrain Generator FAQ - NemPosted: May 26th, 2003 - 11:34:58 pm
Q.

When I launch Terrain Generator I get the following error message:
"The application failed to initialize properly (0xc0000135). Click ok to terminate the application."

A.

Terrain Generator is written in C# .NET and such as requires the .NET runtimes to run. See the downloads page for more information.

 
Q.

When I launch Terrain Generator I get the following error message:
"A required .DLL file, MSCOREE.DLL, was not found."

A.

Terrain Generator is written in C++ .NET and such as requires the .NET runtimes to run. See the downloads page for more information.

 
Q.

Can I use Terrain Generator in a commercial project?

A.

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.)

 
Q.

How do I load textures into TG?

A.

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.

 
Q.

How can I move the camera in the 3D view?

A.

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.

Ask a question...

Modified: Oct 12th, 2003 - 4:32:02 pm[ 118151 Views ]

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46. PheonixModified: May 1st, 2004 - 12:50:32 pm

Could you make a tutorial on how to make moving objects like a car,a heli,a boat,or something like that?skate

47. NemPosted: May 2nd, 2004 - 10:05:24 am

Um, no. That has nothing to do with TG and I'm sure there are all kinds of tutorials already out there that will show you how.

48. link1991Modified: May 8th, 2004 - 6:55:11 pm

I dont know how to use the terrain I have created in TG in Valve Hammer Editor. It seems when I save the files that they can only be saved as .tgm. I also dont know if I have to use the Batch Compiler to compile the file, I tried but it comes up with many errors (I used Zoners and Mapsters from the specifications menu). In short: I wanna know how to use TG terrain I created, into Valve Hammer Editor. exhausted

49. link1991Posted: May 10th, 2004 - 3:15:31 pm

I figured it out lol

50. link1991Posted: May 10th, 2004 - 3:19:34 pm

but now that I have it in hammer I put in a light a player start and run the map useing hammer and zoners tools example: hlvis. Then the following happens when it compiles:


** Executing...
** Command: Change Directory
** Parameters: C:\Valve\Steam\SteamApps\ubica_696\condition zero


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor\maps\map1.map" "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1.map"


** Executing...
** Command: C:\PROGRA~1\VALVEH~1\TOOLS\HLCSG.EXE
** Parameters: "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"

* Could not execute the command:
C:\PROGRA~1\VALVEH~1\TOOLS\HLCSG.EXE "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"
* Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\TOOLS\HLBSP.EXE
** Parameters: "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\VALVEH~1\TOOLS\HLBSP.EXE "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"
>> There was a problem compiling the map.
>> Check the file C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1.log for the cause.

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\TOOLS\HLVIS.EXE
** Parameters: "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
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 (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\VALVEH~1\TOOLS\HLVIS.EXE "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"
>> There was a problem compiling the map.
>> Check the file C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1.log for the cause.

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




** Executing...
** Command: C:\PROGRA~1\VALVEH~1\TOOLS\HLRAD.EXE
** Parameters: -extra "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"

* Could not execute the command:
C:\PROGRA~1\VALVEH~1\TOOLS\HLRAD.EXE -extra "C:\Valve\Steam\SteamApps\ubica_696\condition zero\czero\maps\map1"
* Windows gave the error message:
"The operation completed successfully."






After that there is no bsp file.




Help,
Link theforce

51. NemPosted: May 12th, 2004 - 9:25:34 pm

Not the right place to ask those type of questions.

52. darkwolfModified: Aug 2nd, 2004 - 7:47:31 am

whenever i open up TG i get this error message:

unable to load (nativegl.dll)

wht should i do?

53. NemPosted: Aug 2nd, 2004 - 11:39:53 am

Do you have the nativegl.dll in the same directory as TG's executable?

54. darkwolfPosted: Aug 3rd, 2004 - 5:02:25 am

wheres the TG's executable?(sry im a noob at this stuff)

55. TimmyPosted: Aug 3rd, 2004 - 12:58:30 pm

Hi,
I'm trying to use the terrain i've created in my own game (i'm just an amateur, it's for my uni course). But i i'd like convert the map (textures and all) into either a DirectX .x file or a 3D Studio Max .3ds File.

Do you know a way i could go around this? By exporting to any one of the available formats and then perhaps converting to the format i need? Or do you have any advice on any other porgrams i could use to do this?

Thanks for the help

P.S great prog btw happy

56. NemPosted: Aug 3rd, 2004 - 2:36:15 pm

DarkWolf:

It is in the folder you installed TG into.

Timmy:

TG can export to a text file which, if you look at it, shouldn't be to hard to import into your program or convert to another file format. A tutorial detailing TG's .tgm file format can also be found here.

57. NoBodyPosted: Aug 8th, 2004 - 12:10:03 pm

other then that you clud export to map then import it to hammer and export it to dxf and import it to 3dsmax but this wˇuld loos the texture information. then thers
or you could try milkshape witch is able to converte many formats.
including dx and 3ds
http://www.swissquake.ch/chumbalum-soft/ms3d/index.html

58. timrbPosted: Sep 11th, 2004 - 9:52:30 pm

Hi. I'm using version 3.0. It seems that TG will only generate altitudes in multiples of 256, even with smoothing on, resulting in a very blocky looking terrain (somewhat reminiscent of SimCity 2000). Is there some setting I can change to fix that? Is it supposed to be that way? Is it a bug? I'd appreciate the help...

59. NemPosted: Sep 11th, 2004 - 10:18:00 pm

From the Terrain menu select Snap To Grid then select a grid you want to use. You can disable snapping from there too.

60. timmoPosted: Oct 29th, 2004 - 2:09:16 am

Hi Nem, I am afraid I too have problems with the Wads loading. I created a new terrain went to Packages and tried to load halflife.wad. It crashed.It created a temp folder in TG. Then I tried to navigate to TG-config-wads but it does not display anything in the folder to load. Your help appreciated .halloween

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