Game Development Community

Trouble Importing from L3DT (Torque Crashing)

by RealDecoy Inc · in Torque 3D Professional · 12/07/2009 (3:43 pm) · 7 replies

Hey, I just bought Torque3D and L3DT for a project recreating some historical sites for a sailing ship simulator.

Anyway, I figured first things first I would import my USGS DEM data into the engine as a terrain. So I converted the DEM into a png heightmap, and ripped it into L3DT. (1024x1024 res)

Then I went through and built out each image one at a time, (heightmap, water map, feature map, normals, lightmap, texture map, and alpha maps)

I have tried several variations now and all result in the same thing (have tried using single unsplit maps, tried mosaic splitting them 2x, or 4x, or whatever, also tried with the alphas with 4 layers per image, or with only 1 layer per image, tried with png or bmp alphas and so on)

Each time I generate the sample level, and so on. I export merging the materials into the existing cs file.

When done, I run the toolbox, and open my project (full template new project) and enter the world editor. In there I then go to load a new level, and choose the level output by L3DT, which then loads the progress bar.

Immediately after displaying the menu on the top, torque crashes (I get the typical windows "has encountered a problem" message).

Am I missing something here?

I have tried it now with a smaller map, larger map, altering parameters. Randomly generated terrain, DEM Imported terrain, different detail levels, everything. Nothing seems to work.

I am running this on Vista X64 on an Intel Core2 Quad Extreme Q9300 with 12GB of ram, and an NVidia Quadro 3700M

Thanks!

#1
12/07/2009 (4:27 pm)
Are you able to search the console log for an error message? Have you checked the L3DT forums for similar issues?
#2
12/07/2009 (4:37 pm)
Here is the portion of the console log where I loaded the level.

I noticed when I tried to open the console log it said it was still open. Torque was still running (process had zombied somehow) and was consuming a couple gigs of ram.

Here is the log:
--- Resetting D3D Device ---
*** LOADING MISSION: C:/Torque/Torque 3D 2009 SDK 1.0.1/My Projects/Test/game/levels/VictoriaBC.mis
*** Stage 1 load
*** Stage 2 load
game -> activatePackages
*** Mission loaded
*** Sending mission load to client: C:/Torque/Torque 3D 2009 SDK 1.0.1/My Projects/Test/game/levels/VictoriaBC.mis
125: Cannot re-declare object [WEContextPopupDlg].
1260: Cannot re-declare object [ETContextPopupDlg].
1297: Cannot re-declare object [ETSimGroupContextPopupDlg].
1338: Cannot re-declare object [ETCameraBookmarkContextPopupDlg].
501: Cannot re-declare object [MeshRoadEditorSettingsTab].
501: Cannot re-declare object [RiverEditorSettingsTab].
395: Cannot re-declare object [RoadEditorSettingsTab].
Set::remove: Object "3982" does not exist in set
Win32Window::WindowProc - resetting device due to window size change.
GFXPCD3D9Device::reset - depthstencil fa11060 has 2 ref's
--- Resetting D3D Device ---
Mapping string: GameEnd to index: 17
Win32Window::WindowProc - resetting device due to window size change.
GFXPCD3D9Device::reset - depthstencil fa11060 has 2 ref's
--- Resetting D3D Device ---
Mapping string: MissionEnd to index: 18
Mapping string: ClearCenterPrint to index: 19
Mapping string: ClearBottomPrint to index: 20
*** New Mission: C:/Torque/Torque 3D 2009 SDK 1.0.1/My Projects/Test/game/levels/VictoriaBC.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: GameStart to index: 21
core/scripts/server/commands.cs (152): Unable to find object: '3904' attempting to call function 'setValidEditOrbitPoint'
core/scripts/server/commands.cs (152): Unable to find object: '3904' attempting to call function 'setValidEditOrbitPoint'
core/scripts/server/commands.cs (152): Unable to find object: '3904' attempting to call function 'setValidEditOrbitPoint'
core/scripts/server/commands.cs (152): Unable to find object: '3904' attempting to call function 'setValidEditOrbitPoint'
core/scripts/server/commands.cs (152): Unable to find object: '3904' attempting to call function 'setValidEditOrbitPoint'
core/scripts/server/commands.cs (152): Unable to find object: '3904' attempting to call function 'setValidEditOrbitPoint'
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
Validation required for shape: art/shapes/actors/Gideon/gideon.dts
*** Phase 2: Download Ghost Objects
Ghost Always objects received.
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
Failed to create resource: [C:/Torque/Torque 3D 2009 SDK 1.0.1/My Projects/Test/game/levels/VictoriaBC.mis.decals]
*** Phase 3: Mission Lighting
Mission lighting done
*** Initial Control Object
Win32Window::WindowProc - resetting device due to window size change.
GFXPCD3D9Device::reset - depthstencil fa11060 has 2 ref's

I have looked in the L3DT forums, didn't see anything at first search, but I'll go have another dig just in case.
#3
12/07/2009 (8:51 pm)
i have system similar to yours l3dt wouldnt create my material.cs and mission files got log error of export... so i made them manually and they loaded great.. just a fyi cause i did this today..

dark
#4
12/07/2009 (9:09 pm)
After some troubleshooting, I walked through the tutorial here: http://www.bundysoft.com/wiki/doku.php?id=tutorials:torque:t3d:aaron

And it worked.

So I tried following that tutorial to the letter (using 512x512 map data from my SRTM DEMs) and it worked! (but scales were all horribly off, vertical range was far too high, peaks were all spiky, and distances were skewed) but it didn't crash...

I'll experiment further and post my results.
#5
12/08/2009 (3:35 am)
If you have a mission and terrain file that crashes in 1.1 alpha zip them up and email them to me at tom@sickheadgames.com. I'll take a look and make sure its working... or at least not crashing... in 1.1 beta.
#6
12/08/2009 (8:57 am)
Sorry this was in 1.01 right now. I can give it a shot in 1.1 beta when it's released.

So I was able to get an import to work fine. Using a much smaller map. I suspect it was related to the larger heightmap I was using, with high res textures and such.

I'll keep poking at it.
#7
12/08/2009 (10:08 am)
Hi RealDecoy Inc,

Quote:
(but scales were all horribly off, vertical range was far too high, peaks were all spiky, and distances were skewed)

Was the terrain also spiky when viewed in the 3D viewer in L3DT? Depending on what file format you used when importing the terrain into L3DT, the scaling can be a long way off*. If so, you can adjust the scaling in L3DT using the 'Operations->Heightfield->Change horizontal scale' and 'Operations->Heightfield->Change vertical range' menu options.

Best regards,
Aaron.

* ...principally because many common terrain file formats don't actually store horizontal and vertical scales.