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

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.

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Modified: Feb 15th, 2007 - 4:16:00 pm[ 69998 Views ]

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16. GlidiasModified: Dec 12th, 2003 - 4:19:22 am

Another thing worth looking into is the inclusion of border-blend textures. No doubt, this isn't supported in Half-life as half-life doesnt support texture layers or blending. Nevertheless, this can be faked: METHOD 1: Setting up pre-defined textures specially made to blend in with another texture. You assign a border texture with the apprioate instructions(eg. "This texture (GH_TRACKGRASSBLEND_LF) is used instead to replace the current texture GH_TRACK, if the texture to the left of it is GH_GRASS.") Bsaically, you assign various instructions of when to use these border textures instead. Then, there's a button called "Activate all border textures", which would run the series of instructions that the user set up, and it changes the textures accordingly. METHOD 2: Provide some texture blending automatically. For any resultant textures found on particular terrain faces that cannot be matched with the one in the .wad file, assign a new name for these textures and export out the necessary new .bmps into the .WAD. Of course, if the user ain't careful, he can add up with loads of new textures in the .wad and heavy texture usage in maps! Users must plan ahead on what textures should be blended and what shouldn't.

17. NemPosted: Dec 12th, 2003 - 2:28:13 pm

Ok, letís see.

First off Iíve been meaning to add support for Ployline Mesh .dxf objects for quite some time, itís just been at the end of my to-do list because it isnít the most used feature of TG. However, completing support for .dxf and .t3d file formats has been pretty much at the top of my to-do list since the last build, Iíll make a note to complete it this Christmas break.

I should also point out that I had at one point started a TGM importer for MilkShape but my trial period for MilkShape ran out. As I remember I had completed the importing of geometry but not the materials and texturing. If you are interested and donít mind testing a bunch of different importers out for me I may continue it.

carryingstuff

Lastly, generation of blended textures is one of the original features I had intended to add to TG but after careful deliberation I concluded that it wasnít practical. There are several logical and technical reasons why but I wonít go into them.

exploding

Nice looking terrain btw,
Nem

18. pimpdawgPosted: Feb 16th, 2004 - 11:36:20 am

everytime i try to open the terrain generator(whichei downloaded both files) i get this error [this application failedm to initilize proprerly (0xc00000135) click of to temite this application] how can i fix this so it opens?

19. pimpdawgPosted: Feb 16th, 2004 - 11:56:12 am

hey umm where would iget the program and what program, in order to build city maps?

20. NemPosted: Feb 17th, 2004 - 1:36:19 pm

In regards to your error look it up on the FAQ page. The standard level editor for Half-Life is Hammer.

21. JimmehPosted: Mar 21st, 2004 - 9:06:51 am

Hi. I can't seem to find the full installer for your Terrain Generator on FilePlanet. I followed the link on this download page, logged in to FilePlanet, but it doesn't give me a list of servers to download from. I get the option between public and private, but there are no servers listed under either. I've tried finding it elsewhere, but they all link back to your site (which is good thing, really). Do you think you could look into it, or give me an alternative link?

22. NemPosted: Mar 21st, 2004 - 10:44:00 am

The link works for me, sometimes FilePlanet is funny that way. Just try again.

23. JimmehPosted: Apr 6th, 2004 - 10:19:49 am

I think it must have been the dodgy way I had my router set up. Works fine now I've fiddled with the settings. Fun program too.

24. altaricPosted: Jun 23rd, 2004 - 2:08:32 am

hi!
i downloaded the V3 but it fails to start ... you said it is because of the required pack ... but i also downloaded an older version (2.1?) that works well

nice work anyway, i use it to make planescapes for qeradiant

25. NoBodyPosted: Aug 10th, 2004 - 10:25:36 am

TG3 is suffering from the same camera speed bug that you fixed for bspviewer.

26. zaerkzPosted: Mar 12th, 2005 - 12:08:43 am
cool


Terrain generator - great piece of software - using it on dual monitors, first terrain generator that I found could do that.

I'm going to use it with 3D Game studio, to develop some of the more difficlut levels.

One suggestion,

Export as heightmap - great!!!

But export as skin, so after painting a terrain, you could export all the color info - would be wow!!!

Once again - great proggy

Zaerkz

27. flametiger74Posted: Dec 9th, 2007 - 9:55:51 am
How do you add textures? whenever I click on the browse button to go to the textures it dosn't have any texture unlike the screenshot

28. NemPosted: Dec 13th, 2007 - 1:30:48 pm
This is covered in the FAQ.

29. WannesPosted: Mar 31st, 2008 - 6:01:14 pm
I'm developping a little game with some friends using the panda3d engine and I recently added heightfield generated terrain. After some searching I stumbled upon this editor which was perfectly what I was looking for. I'm using the "export heightmap" to get the heightmap, but I was wondering what would be the easiest way to export the texture information. Are there any file formats I can export to and easily extract this information?

Thanks alot for this great software!

30. NemPosted: Apr 1st, 2008 - 2:13:08 pm
TG exports to .obj which includes material information. .obj is a very simple text based 3D mesh format with good documentation available online (all you really need is what's documented here).

You may want to look at this feature as you'll probably preserve more height information this way (you loose information when the heightmap is quantized for exportation).

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