Game Development Community

TGEA Atlas help please

by Andy Hawkins · in Torque Game Engine Advanced · 05/11/2007 (5:57 pm) · 14 replies

I have the links to the following tuts but because there are so many I have no idea how to get my terrain in the form that L3DT spits out into TGEA. None of them start with, step1 - do this... it's all a compilation of how it works and what you can do, but no specific rundown of how to go about doing it in order. Could someone please just post a bullet list here so I have a better idea of the sequence and I can figure out the rest.

tdn.garagegames.com/wiki/TSE/Atlas/Using_Atlas2

tdn.garagegames.com/wiki/TSE/Atlas/Create_a_Terrain/L3DT

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8236

tdn.garagegames.com/wiki/TSE/Atlas/MathOverview

tdn.garagegames.com/wiki/TSE/Atlas

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11826

#1
05/11/2007 (9:59 pm)
Hi Andy -

I have a tutorial on my Torque wiki you might want to check out. The URL is www.ExodusProject.com/torquewiki. Click on the "Terrain" link on the sidebar. Currently I've only got one Atlas tutorial up there, it sounds like it might help you out a bit.

Take care,
Kilo
#2
05/11/2007 (11:46 pm)
I thought I'd take a look at this too as I'm playing with atlas a lot at the moment, but the domain appears to have expired...
#3
05/12/2007 (7:23 am)
Thanks for letting me know the site was down guys, it should be fixed in an hour or so.

Kilo

EDIT: It seems to be slowing trickling through the nameservers now. Most of the main pages are showing up now, but my web apps (including the wiki) are not. I'm going to give it until tonight, and if it doesn't come back up on its own I'll try deleting the wiki and restoring from backups.
#4
05/12/2007 (5:29 pm)
Thanks Keith - I just needed something to get started.
#5
05/13/2007 (8:57 am)
Just a quick note that my hosting company fixed their troubles and my site is active again!

Sorry for the down time...

Kilo
#6
05/20/2007 (3:10 am)
@Keith - the code says to use a size of 1024 but I changed it to 1025 to proceed. However I get this error after following your instructions on the wiki - generateChunkFileFromRaw16 - failed to open output file!.

I'm at the bit where you say...
Quote:
# 17
Press the tilde ("~") key to bring up the console.
# 18
First, we need to generate a "chunk" file from the raw heightmap. Enter in the following command:

atlasOldGenerateChunkFileFromRaw16("data/terrains/heightmap.raw", 1024, 1.0, 0.0018, "data/terrains/geometry.chu", 1, 2);

My results...

==>atlasOldGenerateChunkFileFromRaw16("c:/Atlas2Demo/starter.racing/data/terrains/heightmap.raw", 1025, 1.0, 0.0018, "c:/Atlas2Demo/starter.racing/data/terrains/geometry.chu", 1, 2);

...spawns this error...

generateChunkFileFromRaw16 - failed to open output file!
#7
05/20/2007 (3:15 am)
Don't use c:/atlas2demo/starter.racing
it will add this part itself what it tries with your call is to create a subfolder with c:/ which won't work ^^
#8
05/20/2007 (3:35 am)
Sweet! it worked... now for the next step. thanks for the prompt reply :)
#9
05/20/2007 (6:23 am)
Hi Andy -

Marc has it right, I'm glad to see that you got it working. (Thanks Marc -- still recovering from surgery, so I'm a bit behind.) By the way, Andy, thanks for posting exactly what you were typing in, that makes finding your trouble so much easier!

Let me know if you have more problems,
Kilo
#10
05/23/2007 (8:59 am)
Well I got it to work - later realising the L3DT exporter does all the work anyway - but I ended up with this. The terrain gets black real early in the distance. The black peels away as I fly over the terrain but I can't shift the blackness back. I tried setting view distance to 5000 and fog to 5000 but it's still like this. Also bloom is switched on but it doesn show on this - even though bloom works in the TGEA demo.

www.drewfx.com/Torque/FirstTerrain_TooDark.jpg
#11
05/27/2007 (2:08 am)
This was fixed by updating to the latest TGEA and installing the latest DX runtime.
#12
05/30/2007 (3:43 am)
Hmm i got a fatal error "TOC immediate load got an empty stubb" any advice whats up there?
#13
05/31/2007 (5:15 am)
Have you updated to TGEA 1.0.1? and latest DX runtime? Maybe can you send the log?
#14
06/03/2007 (8:22 am)
Andy, I haven't tried this since the latest update to DirectX but the problem with the black textures in the background can be caused by a tile size greater than 512 x 512. To get around the problem tile the heightmap and textures with a size of 512.