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TGB_LevelBuilder_Beta2

by Fucifer · in Torque Game Builder · 03/24/2006 (8:03 pm) · 7 replies

Wow very nice. Great improvement. I copy my ImageMap over and place my datablock in managed datablock.cs but when I start the T2D, it reset the datablock.cs back to original. I am place my datablock in the wrong cs.

#1
03/25/2006 (6:02 am)
Have you tried erasing datablock.cs.dso before starting T2D ?
#2
03/25/2006 (7:15 pm)
I think found the answer. It seem that TGB is limit to 1024 x 768 image. Which is not very big for build very detail stripes.
#3
03/26/2006 (4:21 am)
Is 1024x768 your screen resolution you are starting in? (OpenGL has such a restriction when I remember correctly. That the screenbuffer defines the maximum size of textures or something like that)

*did you try the TGB Image Builder in the leveleditor to see if you can manually specify all its frames in there or if you even see the whole image?*
#4
03/26/2006 (12:12 pm)
If the image is bigger than 1024 x 768 when you click on the create imagemap icon and select the image, it will show up blank in the window box. So far every image that was large than 1024 x 768 will get delete out in the TGB and the datablock.cs. I think it is new to TGB because Idid not have this with T2D beta 1 and i am run the same screen resolution the same. This is one reason I hope they put in gif or do something different here. If you build very good detail strips they will be large when come size. I had 8192 x 256 run under the T2D beta1 with out any problem. The only problem with gif you dont get very good quality.
#5
03/26/2006 (12:27 pm)
Did you try to switch to D3D and recheck it there?
#6
03/27/2006 (5:07 am)
This sounds like some TGB-builder-app issue, not the TGB engine-core as the only limitation is your current graphics card. Well, that and technically the size of the source-image is limited by the file-format e.g. AFAIK, PNG has a 64Kx64K limit.

On top of this, your hardware will support a maximum texture size which you can interrogate with..
echo( getT2DMaxTextureSize() );
This determines the absolute largest "frame" size. TGB will pack frames (as long as they are the same or smaller than this limit) into textures (of the same size limit).

Your 8192x256 would've been packed into textures no larger than the size supported by your current hardware.

This hasn't changed since it was first released in the alpha.

- Melv.
#7
03/30/2006 (12:56 pm)
Thanks for the help. I fix the problem. I had to go the engine and fix it there.