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Torque Game Builder Scoller issue

by Mike Polzin · in Torque Game Engine · 11/22/2006 (8:30 am) · 4 replies

I have a backround that I made for a demo game I am working on to evaluate TGB. I click on the add imageMap button, select my background image which is 1920x400 -- and essentially creates a circular room. This adds it as a static image map and a scroller.

When I look at the scroller I get this white bar in my scroller where the image should be scrolling back to the beginning? Any ideas on how to resolve this?

Thanks.

Mike

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  • #1
    11/22/2006 (9:17 am)
    You need to make your image power of 2. Example 1024 x 512 or 1024 x 1024. The reason you get the white bar because your image is not power of 2. I just test this out.
    #2
    11/22/2006 (12:37 pm)
    That helped me, thanks. Initially I tried to cut down the image to 1024x512, but it lost too much resolution which was really undesireable. Ideally I could have sized it up to 2048, but that isn't suppored in TGB which is unfortunate.

    I haven't tried it yet, but I think the work around is to split the original image into two 1024x512 sized images and place them in a 2x1 tile map that I can scroll. I think this will work... at least I hope it does.

    Mike
    #3
    11/22/2006 (1:37 pm)
    Just as an update, this "sort of" worked. The problem I have it simply due to the artwork size that I have to work with. I would have to skew the artwork (change the aspect ratio) in order to get it to fit a "power of 2" size.

    Initially shrunk the graphic down to 1024 width preserving the aspect ratio. As a result I had to add some blank lines on the bottom of the graphic to fill it out to 512 on the y axis.

    Because imagemaps are limited to 1024 width, my graphic lost too much resolution considering my width was 1920 (closer to 2048). So using it as a scroller did not work out. But I was able to expand the scroller outside of the green world view port so that it hid the fill lines on the bottom of the graphic.

    My next attempt:

    So what I did was stretch the original graphic along the X-axis to 2048 preserving the aspect ratio. I then added some additional blank lines to the bottom of the graphic to get it out to 512 on the y axis. I then split this image into two seprate 1024x512 images.

    I placed the two images into a 2x1 tilemap. Unfortuantely it doesn't appear that you can expand a tilemap outside the green world viewing window to hide the bottom of the graphic I filled out to get to 512... so I saw the "fill" on the bottom of the graphic. Also undesireable...

    I am running out of options here. Anyone have any ideas on how to make this work?

    Thanks again,
    Mike
    #4
    11/22/2006 (1:44 pm)
    I don't understand what you mean by
    Quote:Unfortuantely it doesn't appear that you can expand a tilemap outside the green world viewing window

    You should be able to expand it to any size. Besides, why would you use a tilemap for this? Couldn't you just place the two images/scrollers seperately? I probably just don't understand what you're trying to do. ;)