Game Development Community

Help with TGEA and Torque L3DT

by Greg "Bloodaxe" Williamson · in Torque Game Engine Advanced · 05/03/2007 (10:01 am) · 10 replies

Greetings All,

I have started to work with TGEA and the Torque L3DT. I understand how to make the maps and export them. I get my .atlas and .atlas.temp.chu but I do not understand how to get them into the game. Can someone help me please.

Thanks

#1
05/03/2007 (11:04 am)
I don't thinl you can edit the map in game so make sure its what you want. There is instructions on the TDN.
#2
05/03/2007 (11:09 am)
I think you are correct...But I don't know how to get the map into the game. I have looked on TDN and it looks like the instructions are for going through the import from a raw file. It does not say anything about the .atlas and .atlas.temp.chu files that L3DT makes.
#3
05/03/2007 (11:45 am)
All you need to do is put your .atlas file in ~/data/terrains/ (or anywhere for that matter) and add something similar to this into your mission file:

new AtlasInstance2(AtlasTerrain) {
      canSaveDynamicFields = "1";
      position = "764.455 464.771 2050";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      detailTex = "~/data/terrains/details/detail1";
      atlasFile = "~/data/terrains/myNewTerrain.atlas";
      lightMapSize = "1024";
   };
#4
05/03/2007 (12:59 pm)
Thanks Eikon...I got my terrain in. So I take it that the .chu file feeds into the .atlas. I also see disadvantages to this terrain type. I know I cannot change the terrain but can it be painted.

Thanks
#5
05/27/2007 (6:37 am)
I tried replacing the atlas file in the terrain water demo, but it just exits the program before bringing up the game screen. No errors are generated. Any ideas?
#6
07/28/2007 (7:14 pm)
Yes, cheers, Eikon. this worked for me too.
the pipeline from L3DT to Atlas is painless now.
and i have a nice massive terrain to fly across.

woOt!

Hey Greg... you say you cannot change your terrain?... but what is to stop
you going back to L3DT and tweaking the world file that generated your .atlas ?
or if you wanted to paint it, couldn't you paint the L3DT colourmaps ?

couldn't you do it that way?
(excuse me if i'm being ignorant, but i'm new).

cheers..
#7
07/30/2007 (9:36 am)
I think Greg means you can't change the terrain with the Mission editor, like you could with the old terrain system. Atlas must be changed by going back and editing it in L3DT, like you suggest.

Everyone, I suggest you take the time to learn L3DT. It is an extremely powerful tool, and it gives you more options to edit your terrain than the old in-game system did.
#8
07/30/2007 (1:45 pm)
Also, the direct to atlas plugin has been updated as of July something. It works extremely well, extremely fast. Odd that my old methods of processing a huge atlas would take an hour or so, while the plugin will pop out the same atlas in 10 minutes or so. (Like I said, BIG atlas).
The sapphire plugin (direct editting of your heightmap with standard tools) has come a long way as well. I no longer need to FW3D<->L3DT<->FW3D<->L3DT anymore, Sapphire can do it all, almost as well.
#9
07/30/2007 (2:28 pm)
Erik, do you have it working with a height map larger than 2048?
#10
07/30/2007 (5:50 pm)
I ran 8192 last night, and it was ingame looking pretty good when I woke this morn. Lots of noise added too (which used to kill the plugin). I just updated L3DT (from Bundysoft, not GG) and the plugin Saturday, so whatever versions of each...