Cliffs III: Your Cliffs In Hammer - NemPosted: Jul 3rd, 2003 - 11:35:08 pm

This tutorial covers what to do with your Terrain Generator created terrain in Hammer. It is a continuation of the Texturing Cliffs tutorial and assumes you have a .RMF of your terrain.

First things first, let's load up the terrain TG created in Hammer. You'll notice that everything is how it was in TG only now each quad has been replaced with two five face brushes. You'll also notice that TG has added some handy VIS Groups to your level, one for the sky brushes contained in the terrain, one for the hint brushes contained in the terrain (which are currently invisible) and one for the terrain itself. Your map should look something like:

It also is important to note that because TG deals with quads, some for the new brushes may not be textured correctly as shown below:

You'll want to clean these up.

Now we've come quite a way to completing our terrain, but there is still a fair bit of work left to be done. We have a massive world with a few thousand brushes and were going to want to remove as many brushes that aren't visible form the ground as we can to save both on r_speeds and .BSP limitations. The below picture illustrates just which brushes to target.

There isn't really any simple way to do this other then brush by brush deletion, whenever possible try to follow the contours of the terrain for a seamless as possible result as shown below:

This is what my final terrain looked like:

Notice how the center of the level has also been removed? This will allow us to block the line of sight from one side of the map to the other reducing r_speeds and compile times. Finally fill these gaps back up with sky brushes that extend all the way to the ceiling. And that's it, just add a light and a player start and you're ready to compile:

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16. NemPosted: Mar 6th, 2005 - 1:13:19 pm
The skybox textures are located in the gfx/env folder in either your .gcf file or on your hard disk. They are six textures labeled skyboxname*.tga where the * is one of up, dn, lf, rt, ft, bk.

You can't load models or other geometry into Terrain Generator.

17. nick585Posted: Mar 6th, 2005 - 9:15:14 pm
walking nice tut!

18. JukkiPosted: Oct 8th, 2005 - 7:48:21 am
is there a version of hammer what works with hl2?

19. EpsiPosted: Oct 10th, 2005 - 6:31:18 pm
Yes, it's in the Source SDK in Steam.

20. GREY_WOLFPosted: Jan 23rd, 2006 - 6:05:42 pm
sad i cant open my maps onto tg ebcause its not the right file how can i fix it
apple

21. GREY_WOLFPosted: Jan 23rd, 2006 - 6:07:04 pm
and how do i create terrain

22. smokePosted: Apr 1st, 2006 - 10:26:50 am
waaa How do i put the file into hammer?

23. dragonsnakePosted: Jun 12th, 2006 - 2:54:30 pm
Guys, i have accidentally deleted SKY. How could i fix it?brokenball

24. divine45Posted: Jan 5th, 2008 - 11:14:59 am
hi everytime i got to inport the rmf or map file it says i have to set the textures whats rong?
thanksyelling

25. huskyPosted: Jan 14th, 2008 - 12:31:02 am
well i have installed the the terrain generator but i dont get the textures dunno how i add some textures i tryed all i saw in folder terrain generator/config/wads some .wdl files but he dosnt load it :) so i need help who explain it me correctly

26. huskyPosted: Jan 14th, 2008 - 12:33:44 am
where

27. simplekidPosted: Nov 29th, 2008 - 7:31:54 pm
Hey Nem, awsome set of tools you've created here crafty gcfscape terrain tool. your're truly the master.

ive resisted the urge to ask a question and found my way round most problems ive had. Though I can not seem to view my maps in hammer with the textures i create on them in terrain gen. I'm guessing I have to move the files to my steam folder so it can see them in hammer but where?

thanks again for some hard work for the community.

28. NemPosted: Nov 30th, 2008 - 1:52:26 am
Source support was an afterthought to TG. As such, TG only partially supports source textures. Under the Exportation tab in the Options form you can specify a material to texture the terrain with. If this material has more than two base textures, TG will export alpha values as well. Once you've opened the new terrain in hammer you can then texture it (without having to paint the alpha channel).

29. someone1100Posted: Oct 22nd, 2011 - 3:20:01 am
I've created a terrain and I'm trying to get it into hammer. When I open .vmf it tells me all 501 solids were not loaded due to errors, loading .rmf results in it stopping to respond, and loading .map results in a message saying "BlockArray < 0, 0 > - invalid block index" Please help me!waaa

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