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4096 Atlas TGEA Maps L3DT problems

by Deception Games · in Torque Game Engine Advanced · 05/07/2007 (10:38 pm) · 4 replies

Been fighting this problem since solved the issue with the fatal error on the heightmap. Figure lack some part this puzzle or knowledge.

Tried to load a 4096 map into TGEA Engine with out any success. Able to load 1024 and 2048 into the engine with no problems.

Created my map according the the TGEA Tutorial Syllabus that found on the internet. Followed the tutorial of L3DT and the tutorials here on the GG. And in the end the results are 0


Tried this script here to load the map.


atlasOldGenerateChunkFileFromRaw16(
"terrain_water_demo/data/terrains/heightmap.raw",
4096, 1, 0.0688,
"terrain_water_demo/data/terrains/geometry.chu",
2.5, 4);

And results are its able to complete the process or TGEA stops responding.

Received this error when the map is able go through this process with all my scripts

AtlasClipMapCache_TextureTOC::setTOC_clipmap size is bigger than all levels of the TOC! Set smaller clip map size or bigger texture TOC




Also this message after create a fresh new map in L3DT following the tutorial. If I don't follow receive the message above when creating a 4096, this does not happen on the 1024 & 2048.

AtlasOldMesher::Write - too many vertices!(>65535) Try making a deeper tree


Search for information on ClipMap Cache and everything turn up talking about tribes. Don't really understand the complete meaning of what read in the tutorials on GG about this clipmap. Not a programmer and don't have the understanding of programming. I'm a artist and fighting with terrains is starting to take a toll on me. Wishing for a full clear understanding on getting maps into the engine. Does the map size really suppose be this hard when jump up one level?

Thanks in advanced for any help.

#1
05/08/2007 (10:06 am)
Deception,
First, you're giving us the command you used to process your heightmap (atlasOldGenerateChunkFileFromRaw16), but the error "clipmap size is bigger than all levels...." is coming from your texture processing. How big is your texture? It sounds like you are trying to process a very small texture (smaller than 1024x1024). The error comes from your texture being too small to contain the clipmap which is set to a default size of 512x512 pixels.
And normally your texture would be as big or bigger than the heightmap.

Once you establish a treedepth for processing your texture then you can use that same treedepth to start processing your heightmap. The "too many vertices!(>65535)" error means you need to start increasing the error metric. If the error metric gets too large (say like 50-100) then you need to try increasing the treedepth by one and start processing again with a low error metric. If you had to increse the treedepth, then I would reprocess the texture with the new treedepth just so they both use the same treedepth.

EDIT
I could have phrased that first part better.
The error "clipmap size is bigger than all levels...." occurs while loading the terrain into the game and comes from processing a texture smaller than the clipmap size which defaults to 512x512.
#2
05/08/2007 (11:29 am)
When was thinking when exporting my textures out of L3DT there size was 8192 and I was resizing them down too 4096.

It was not clear to me why, so keep thinking they need to be resized to match the size of the heightmap. So by doing this you saying this causing the error on the clipmap.

A lot the first problems I have received where when trying to use the (atlasOldGenerateChunkFileFromRaw16) that TGEA was locking up and stop responding.

Mary would be willing to do some teaching on a one on one on some the basics, willing to pay for your time in helping me on this matter. Just not figure a way of hooking up the computer my brain for a download yet, lol but don't want to keep bugging people here over these small problems. And figure if able to ask some questions and get a better understanding on this be able to see the bigger picture.


Bought the book Advanced 3D Game Programming All in One (By Kenneth Finney ) and his section on terrains is not for the TGEA engine, so I was little disappointed on the lack of information on the terrains. Hoping there been some info on the installation on the atlas maps.
#3
05/08/2007 (2:59 pm)
Over at http://www.exodusproject.com/Torque/Intermezzo1.html
is a tutorial on using L3DT to create Atlas2 unique terrains.
I don't use L3DT.
#4
05/08/2007 (11:00 pm)
Mary and others -

A quick update on tutorials, I'm in the process of moving all of my TGEA tutorials to my wiki. I'll still be keeping the old pages up for a while, though. The new URL is www.ExodusProject.com/torquewiki. If you have any problems viewing it, please let me know!

I should also point out that while the tutorial uses L3DT to generate the height and texture maps, once you have those maps (from whatever tool you use), you can follow the rest of the tutorial -- it doesn't use the L3DT Altas plugin (though I've had very good luck with that plugin so far).

Best regards,
Kilo