Glidias
11-28-2004, 04:06 PM
I know it's a bit too early, but i feel Nem's Terrain Generator (which it's variety of features such as erosion, slope, height map .bmp, lock/unlock) will prove more useful than the in-house displacement terrain tools which merely involve manually pushing vertices up and down via soft selection. I mean, if you've got 1 kilometer of terrain to cover manually, i wouldn't necessarily like the idea of pushing so much vertices manually when most of it can easily be handled with a realistic grayscale height map and other Nem's terrain generator features. Obviously, the program should allow the terrain to be converted to .vmf format and should appear in the form of a displacement surface. I hope Nem is still alive and is already considering a Nem's Terrain Generator: Source.
I'm a great fan of Nem's Terrain Generator and here are some experimental (non-playable) maps using it. It's a pity i can't seem to release a playable version of this, because it was a bit "strange" in my opinion and i never dared lift it off the ground or found a solution to it's poor layout and various last minute changes due to poor planning, in which i never really considered gameplay but simply wanted to make thick forests and large terrains, tall towers and a whole lot of other gimmicks. I decided to release this to show what was actually possible with the HL engine 1 year ago. If only I had a proper game direction as to what had to be achieve (rather than merely experimenting with technology), something great could have come out of this. Anyway, here are the cold and dead maps: dead_fbl.bsp and dead_coldwar.bsp and all the needed files bundled with it.
Download: http://glidias.dssghq.net/releases/deadmaps.zip
if you're missing a dog1splash sprite, download again. I forgot to add sprites in.
I'm a great fan of Nem's Terrain Generator and here are some experimental (non-playable) maps using it. It's a pity i can't seem to release a playable version of this, because it was a bit "strange" in my opinion and i never dared lift it off the ground or found a solution to it's poor layout and various last minute changes due to poor planning, in which i never really considered gameplay but simply wanted to make thick forests and large terrains, tall towers and a whole lot of other gimmicks. I decided to release this to show what was actually possible with the HL engine 1 year ago. If only I had a proper game direction as to what had to be achieve (rather than merely experimenting with technology), something great could have come out of this. Anyway, here are the cold and dead maps: dead_fbl.bsp and dead_coldwar.bsp and all the needed files bundled with it.
Download: http://glidias.dssghq.net/releases/deadmaps.zip
if you're missing a dog1splash sprite, download again. I forgot to add sprites in.