[ReQ] Nem's Terrain Generator for Source Engine


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.

happyernst
11-28-2004, 04:19 PM
u can ask nem in his forum : link (http://countermap.counter-strike.net/cgi-bin/ubb/forumdisplay.cgi?action=topics&forum=Nemesis|APO|+Utils+Forum&number=11)

Glidias
11-28-2004, 05:06 PM
to get dead_fbl.bsp to work, download http://glidias.dssghq.net/misc/fbl.mdl put into mapmodels folder.

DEvIL-K
11-28-2004, 06:43 PM
when i first walked thru the bulgemap i thought -> omg ..hundrets of visual errors but what a huge terrain
then i realized its all a huge combination of model parts...sticked together in a way to get the best performance - very nicely done glidias! no visual highlight but a highlight in its technique :)
the only effect i dont like is that the whole model glows when a nade blows up :( but thats the stupid hl model feature :/


btw: there is still missing the sky for the fbl map and a "by_canopy_dw model" ;)
:dog:

[DoD]Agent~0
12-08-2004, 07:53 AM
Those are pretty cool Glidias

I hope you make something like that for Day of Defeat Source.

Nem
12-10-2004, 08:19 PM
Just compiled the installer for the next version of TG with full source support. Since my site is down at the moment, these are hosted off my home PC (so be kind, I have limited bandwidth).

Screens:
http://207.6.235.74:8080/tg/tg.jpg
http://207.6.235.74:8080/tg/island0000.jpg
http://207.6.235.74:8080/tg/island0001.jpg
http://207.6.235.74:8080/tg/island0002.jpg

D/L
http://207.6.235.74:8080/tg/terraingenerator302.exe
http://207.6.235.74:8080/tg/terraingenerator302.zip

Nem

travis
12-10-2004, 09:07 PM
Nem i would upload em but i really cbf right now, http://expesports.com/upload = win

Glidias
12-11-2004, 08:43 AM
Nice.

It would be good if you could add the ability to change resolution at various parts of the terrain. Then, when you export it out to .vmf, it calculates the different resolutions and splits the entire terrain piece into multiple seperate displacement surfaces.

Nem
12-12-2004, 03:22 PM
You mean like:
http://207.6.235.74:8080/tg/hammer.gif

The next version will allow you to select a maximum power to use (2, 3, or 4) then, if you turn on simplification, an algorithm will calculate which power is best to use for each displacement map. The algorithm is configurable and will automatically seam the terrain (and the alphas) via a linear interpolation algorithm for a smooth result.

Nem

Watchtower
12-13-2004, 03:23 AM
Very nice. This looks like an invaluable tool.

Craftos
12-13-2004, 06:52 AM
wow, Nem, That's so cool, huge thanks for your work!

and a :carrot: of course :)

Nem
12-13-2004, 09:33 AM
You can grab it and find more info here:
http://www.chatbear.com/board.plm?a=viewthread&t=424,1102888916,7007&id=752365&b=4989&v=flatold

Ol' Noodle Head
12-14-2004, 09:48 PM
God bless ya, Nem.

Jello_Biafra
12-15-2004, 06:29 PM
I get this error when I try to start the TG.

Nem
12-15-2004, 11:38 PM
Read the readme.txt that comes with it.

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