Game Development Community

Atlas2 alpha maps from L3DT

by Marton Szucs · in Torque Game Engine Advanced · 09/13/2006 (3:55 am) · 4 replies

Hi guys,

I generated a standard 1024x1024 map in the L3DT with default setup.
Height map is working.
Lightmap working too.
I generated 6 alpha maps with L3DT / Operations / Alpha Maps / Generate maps menu.
I have 6 grayscale bmps, and I have a XML file.

I use the following command to generate opacity.atlas:

atlasGenerateTextureTOCFromTiles(1, "mof/data/terrains/alpha.png", "mof/data/terrains/opacity.atlas", 1);

I used photoshop CS2 for create the alpha.png. (red layer is the first image, green is the second, etc..)
The first 3 texture is working, but how can I build 6 layers .png for my 6 textures?
Would you like to send a step by step description for L3DT to atlas2 convert?
(I read the tutorial on TDN, but it's not working very well.)

#1
09/13/2006 (7:09 am)
How are your tiles named (the files themselves)? They must include x and y coordinates within the filename (in a consistent format) so that they can be read in to the correct position.

Note that "tiling" is completely unrelated to "blending"...tiling is simply breaking a single very large jpg up into smaller sections, and having Atlas put them back together again. This is simply for ease of use for the developer, not for any other special capabilities.
#2
09/13/2006 (8:24 am)
The tiling is not important.
I would like to use 6 textures from 6 alpha maps on an atlas terrain, but I can use only 3 layers in PNG (Red, Green, and Blue), and I can only define 3 textures. The textures go to black, where not defined.
#3
09/13/2006 (12:40 pm)
Then you don't want tiling, you want blending. Completely different mechanism.
#4
09/14/2006 (1:47 pm)
L3DT will do _4_ alpha layers for you. I've never gotten my paint editor to work doing it manually, so I just let L3DT do its magic. How you get more than 4 is another question...