TG v3.0.0 Beta Released! - NemPosted: Jun 30th, 2003 - 2:35:01 pm

After over a year of sporadic programming it's finally out. This is a beta release but it seems to be pretty refined, there are a few minor bugs that I know about but overall the program is quite stable and should prove a huge upgrade from v2.3.0.

You can download the beta from here and post any comments, bug reports or suggestions here. Last but not least some random screenshot:

TG main screen.


Modified: Mar 7th, 2004 - 4:47:20 pm[ 68276 Views ]

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16. monkeygetPosted: Jul 3rd, 2003 - 11:01:52 pm

"THE MOST ANNOYING BUG: when u move the view, and that u let the up or down arrow pressed for a second or two "Grid snap to size" @#&ing stop the move and is activated. "
This bug happen when i use arrow not wsad. Thanks god it works fine with wasd! The problem with wsad is that i have a azerty keyboard then i must press qsdz key wich is not very intuitive...but it's nothing really bad.

/me love hugs love nem for his ass kicking tool free (w00t smileys!)

17. NemPosted: Jul 4th, 2003 - 12:04:26 am

Yep, I've already fixed this in the latest build (Build 6). You can get it from the D/L page.


18. ZackerPosted: Jul 4th, 2003 - 10:54:09 am

By Fender:
since ZHLT use Hint texture to reduce polycount,
what do you think about having all brushes created in TG with only the face... ehr facing the game textured with the texture tool while the other faces textured with zhlt.wad\HINT texture?"


That is in NO WAY what hte hint texture is for!

The hint texture is for splitting up vis leafs. I wrote a guide about it, check my site.

A texture which might fit in his explanation would be the null texture. But since the surfaces will be culled away during HLBsp anyway, then it dont matter.

19. cdundeModified: Jul 5th, 2003 - 9:29:13 pm

I also down loaded 3.0, very nice indeed!

I only map for Quake2 because I don't have any others. Would it be possible to have 3.0 use wal texture files as well?

Of course others would probably like jpg and tga for Q3 too.


20. cdundePosted: Jul 5th, 2003 - 10:33:09 pm

2 things here:

1) I just found out I can create a wad for Q2 wal textures using Wally and import it into the Texture Browser. Cool ! carryingstuff

2) I had previously imported a Half-Life wad, when I tried to remove that one I got some wierd stuff and an error message which I am posting below, my appoligies for its size but I though it may be of help to you:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.ArrayList.get_Item(Int32 index)
at TG.Engine.clsTextures.GetTextureWidth(Texture tTexture)
at TG.Terrain.clsTerrain.UpdateTexCoords(Vertexi2 Quad)
at TG.Terrain.clsTerrain.UpdateTexCoords()
at TG.Forms.frmOptions.cmdAddTextureGroupWAD_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/
Assembly Version:
Win32 Version:
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
Assembly Version: 1.0.1269.28812
Win32 Version:

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the section.
The application must also be compiled with debugging

For example:

< jitDebugging="true" />

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.

Now I'm gona go add some more to my wad now! happy

21. cdundePosted: Jul 6th, 2003 - 12:13:45 am

OK, here's another idea for a feature. Sence you can export to a map, can it be made to import a map file to work on or at least a version 2.3 tgm file?slurpcoolhappy

22. NemModified: Jul 6th, 2003 - 11:26:31 am

Hey, if you could give me a little more information on how Q2 stores its textures I may be able to add support for it. (i.e. Is it just a bunch of .wal textures in a folder or some sort of package or what?).

TG currently supports .jpg textures loaded from folders, and while it can load .tga files in OpenGL it canít yet load them in the texture browser (something I could probably remedy). Again I am not to sure how Q3 stores textures.

I have tried as many different ways as I could to get TG to crash when removing a .WAD file but have been unable to. Could you please tell me if what youíve done to cause the error, if the error is repeatable and if so what are the steps you need to take to reproduce the error?

Importing a .map file back into TG would be a nightmare because absolutely anything could be in it. I will try to figure out what TG v2.3.0ís file format is and see if I can figure out a way to import it back into TG. You could always export the terrain as a heightmap and import that back in with TG v3.0.0.


23. cdundePosted: Jul 6th, 2003 - 9:37:08 pm

Thank you Nem:

Q2 stores its textures just a bunch of .wal textures in a folder. The original game has the textures folder in a pak file, with sub-folders in the textures folder, so any of the 3 methods would be fine.

Since I was able to setup a wad file I could use, I haven't tried to delete any. I'm chicken to try it with the one I have working right now! It could have just been something I did wrong myself. If it happens again I'll let you know.

I couldn't find how to export a file out of 2.3.0 as a heightmap, unless I'm missing it?

thanks again happy

24. NemModified: Jul 7th, 2003 - 8:36:34 am

File->Export->Export To .BMP


25. bakuryuPosted: Jul 7th, 2003 - 8:14:38 pm

OK..i downloaded this its good..but i cant start it i need some textures so when i went to add halflife.wad MAN IT FROOZE while doing it i did it manually too...through the folder but soo stuck

26. NemPosted: Jul 7th, 2003 - 11:43:05 pm

The halflife.wad is a huge freaking .wad file, I have a feeling it isn't frozen, just busy.

27. cdundePosted: Jul 8th, 2003 - 3:44:04 pm

O.K., File->Export->Export To .BMP

did that. shrug

I got the terrain to move a little bit in 3.0 but nothing like what it's like in 2.3, is it that I don't have a setting right in 2.3?

Thank you,


28. cdundePosted: Jul 8th, 2003 - 8:46:52 pm

Having a little problem with 3.0. I start a new terrain in both 2.3 and 3.0, with the settings of x = 13 (+/- 1664 units), y = 10 (+/-1280 units), triangle size = 256 (240 triangles).

2.3 opens just fine, but 3.0 gives an unhandled exceptions error.

If I use equal settings, say 12 or 8 for both x and y, then there is no problem with 3.0, so it looks like there may be a bug there.

29. NemPosted: Jul 9th, 2003 - 10:48:37 am

What were your settings in 2.3?

And I have been unable to get TG to crash on any sized terrain (even the exact above settings). Could you post the stack trace as you did above?

30. cdundePosted: Jul 9th, 2003 - 1:56:01 pm

I just sent you an e-mail with a zip file that has the error output data and 2 jpg screen shots to help you see what I'm getting.

Thank you, happy

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