Terrain Generator v3.0.5 Full - NemPosted: Jun 30th, 2003 - 2:18:27 pm

Terrain Generator v3.0.5 - Terrain Generator 3.0.5 and all the files you need to run it (except the .NET Framework).

Download: Runtimes: (Required)

.NET Framework v1.1 (23,698 KB Executable) - Terrain Generator is written in C# and C++ .NET and as such requires the .NET runtime to run. The .NET runtime is also available as a Windows Update. v1.1 is required.

Modified: Feb 15th, 2007 - 4:16:00 pm[ 79174 Views ]

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1. DarkdruidPosted: Jun 30th, 2003 - 8:05:17 pm

How did you get the wate in the picture???theforce

2. NemPosted: Jun 30th, 2003 - 9:45:33 pm

In the View menu check Render Water. The water level is hard coded at -1024 units, I just forgot to add it to the options menu. I'll release an update to fix that in a bit when I get a few more updates.

3. sawoPosted: Jul 1st, 2003 - 11:11:12 am

The best profram!

4. jetscreamerPosted: Jul 2nd, 2003 - 4:08:00 pm

cool. thx.

5. brainlessboarderPosted: Jul 2nd, 2003 - 4:21:42 pm

mine fails to initalize when i start it up

6. NemPosted: Jul 2nd, 2003 - 4:33:01 pm

You need the .NET framework, the link for it is right below the D/L for TG (where it says 'Required' in red...)

7. jetscreamerPosted: Jul 2nd, 2003 - 5:12:20 pm

in the place where you select the sky, i think the left and the right are transposed. also, i see in the background, as i type this, that tg is still capturing my keystrokes, and doing things... :)

wonder what i just did...

8. TexasFistModified: Jul 2nd, 2003 - 10:12:43 pm

I just got it. It works great, it only took about 15mins to figure out

9. jetscreamerPosted: Jul 2nd, 2003 - 11:08:23 pm

on the second session:

i hit the up or down arrow key to move around, and the select grid size in the menu bar comes down and it scrolls over the numbers

not all the time, sometimes the pov moves, but mostly the pop down menu does the moving :(

cool tool though, just gettin a feel for it

10. NemModified: Jul 3rd, 2003 - 11:18:35 am

Thanks for the feedback jetscreamer, I think I've fixed both those problems.


I've updated TG to build 5 which includes the above fixes and some code to speed up the texture browser.

11. oatesPosted: Aug 30th, 2003 - 12:51:09 pm

whens link for the terrain generator going to be fixed

12. NemPosted: Aug 30th, 2003 - 3:39:42 pm

All links work as far as I can tell.

13. 123Modified: Oct 7th, 2003 - 4:26:42 am

Рулёзная прога!!!! Жаль шо буржуйская :(
прямой линк :


в FilePlanet : логин: cherep
пароль: 123

доброго времени суток!

14. NemPosted: Nov 1st, 2003 - 6:49:40 pm

Yep, thanks for pointing that out, will fix it.


15. GlidiasPosted: Dec 12th, 2003 - 4:02:24 am

Suggestion: It seems .dxf and .asc formats are not very texture friendly. Thus i suggest for the .dxf format export, please don't provide any texture information or material group information. (make it like v1.2.3 that gives me with a clean white texture-less mesh to work with). However, i was wishing for perhaps another file format export that is texture friendly (eg. Wavefront .obj or .3ds format). Basically, it should read the no. of textures being used in the .tgm file and create a unique material group for each unique texture being used. Then, each face of the exported terrain shoudl be assigned accordingly to either one of the material groups. For example, if my .tgm uses 3 unique textures, then the exported file format should consist of 3 material groups and each face of the exported terrain should belong to either one of the 3 material groups. Also, UV mapping is checked for each individual terrain patch from the .tgm and this is translated into the exported file format as well. Thus, the exported file format will be an exact replica of what i see in Nem's terrain generator. I know this is *A LOT* to ask for but i think it's worth it. You could have terrain .mdls. created very fast that way instead of painstakingly texturing the terrain model in MS3d, eg.
I'm not complaining though. But imagine if i could do it all in Nem's Terrain Generator...with just 1 program...!

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