Old Atlas not Rendering
by Jeremiah Fulbright · in Torque Game Engine Advanced · 07/22/2006 (7:25 pm) · 7 replies
This may have been mentioned somewhere else, but I couldn't find much via search. With MS 3.5, I thought the original AtlasInstance terrains would work, although I knew there had been some issues.
I am seeing the same results somebody else had with terrain just basically being like 2x2 or something in the middle of the map, as well as cases where it seems the Terrain is there for collision, but isn't being rendered.
http://img103.imageshack.us/my.php?image=grassyknolljn3.jpg
Is the end result where Foliage obviously collided properly, but the terrain is a) not rendering b) is bunched up somewhere like most of the others.
any update on this situation Ben?
I am seeing the same results somebody else had with terrain just basically being like 2x2 or something in the middle of the map, as well as cases where it seems the Terrain is there for collision, but isn't being rendered.
http://img103.imageshack.us/my.php?image=grassyknolljn3.jpg
Is the end result where Foliage obviously collided properly, but the terrain is a) not rendering b) is bunched up somewhere like most of the others.
any update on this situation Ben?
#2
07/22/2006 (8:07 pm)
Using same Shader definitions that were used in terrain_water_demo, as the path structure isn't any different
#3
07/22/2006 (9:49 pm)
It is. The Atlas folder in shaders is for the 2.0 shaders.
#4
a) they should be named differently
b) they should be put elsewhere
c) should be designed so both old and new will work without issues
I will look into this though, as if that is the case, I'll just have to change old Atlas to look for a different Shader name, so that both can co-exist (which should be how it is now, but not sure why it isn't.. even if it is replaced by Atlas 2)
07/23/2006 (4:35 am)
If so then,a) they should be named differently
b) they should be put elsewhere
c) should be designed so both old and new will work without issues
I will look into this though, as if that is the case, I'll just have to change old Atlas to look for a different Shader name, so that both can co-exist (which should be how it is now, but not sure why it isn't.. even if it is replaced by Atlas 2)
#5
Add
Then in terrains/materials.cs add
Then in your mission file add:
07/23/2006 (11:29 am)
Open Shaders.csAdd
new ShaderData( Yahargiblargin )
{
DXVertexShaderFile = "shaders/atlasSurfaceV.hlsl";
DXPixelShaderFile = "shaders/atlasSurfaceP.hlsl";
pixVersion = 1.1;
};Then in terrains/materials.cs add
new CustomMaterial(Gobiltigoop)
{
shader = Yahargiblargin;
version = 1.1;
};Then in your mission file add:
new AtlasInstance(SmallTextureTerrain) {
position = "-34.7144 -9.21996 80";
rotation = "1 0 0 0";
scale = "1 1 1";
chunkFile = "~/data/terrains/smallTexture.chu";
tqtFile = "~/data/terrains/smallTexture.tqt";
materialName = "Gobiltigoop";
detailTexture = "~/data/terrains/details/detail1";
};
#7
Thank you, I will check on that
edit: made changes....
http://img508.imageshack.us/my.php?image=terrainwr2.jpg
It is now showing which is great, but what else needs to be changed/fixed so textures and everything work?
07/23/2006 (1:58 pm)
Hmm... Okay cool, I hadn't looked yet, but assumed some of the shader references would be in C++ and not just in the datablock... Thank you, I will check on that
edit: made changes....
http://img508.imageshack.us/my.php?image=terrainwr2.jpg
It is now showing which is great, but what else needs to be changed/fixed so textures and everything work?
Torque Owner Matt Vitelli