Game Development Community

TGEA 1.0.3 Released

by asmaloney (Andy) · in Torque Game Engine Advanced · 08/31/2007 (5:11 pm) · 16 replies

TGEA 1.0.3 is now available for download. Here are the release notes:

TGEA 1.0.3 [30 Aug 2007]
----------

New:

- added flex and bison binaries in the bin directory
- added engine/console/generateCompilers.bat for generating the lexers and parsers and regenerated the lexers
- atlas terrain lightmaps
--> A new property was added to AtlasInstance2 called "lightmapDimension" which is the size of the lightmap
[this replaces the previous "lightMapSize"]
--> "lightmapDimension" must be a power of two, and a value of zero disables lightmaps
--> The atlas lighting file is stored in the same directory as the atlas file with the mission crc appended to it
--> Lightmapping is pretty slow and freezes the UI, so we recommend that you turn it off during development, or use a small one, then pregenerate the final one just before you ship

Build fixes:
- fix VC7 solution so all libs and tools compile properly
- fix VC8 solution so all libs and tools to compile properly [NOTE: Max and Maya exporters only compile under Release]
- added missing files [engine/util/triRayCheck.*] to VC8 TGEA Lib project
- changed include in resource file for VS Express users

Bug Fixes:
- fixed Torsion debugging [hang after a breakpoint]
- updated dynamic shadows to use object box/sphere center on objects with offset centers

Removed:
- unused extern declaration of constructNewFont in engine/gfx/gFont.h
- unused files engine/console/scan.cpp and engine/console/yylex.c

#1
08/31/2007 (6:02 pm)
Cool a new update! :D

I take it dynamic light mapping that been added or we still have to create them in terrain package.
#2
08/31/2007 (7:48 pm)
A more verbose version of the Atlas scene lighting docs is available here:
http://tdn.garagegames.com/wiki/TSE/Atlas/LightMapping

I still need to wiki-ify it, but the info is valid.
#3
08/31/2007 (8:00 pm)
Just an FYI: Brian Richardson is the one who implemented the atlas lightmapping. Kudos!
#4
08/31/2007 (8:08 pm)
This is great to hear. Only major complaint I had remaining with TGEA. Kudos.
#5
08/31/2007 (8:40 pm)
Ahh ok...wont work with l3dt was wondering why terrain was still lightning up without a lightmap...will give it a shot with Freeworld3D blended mode. So can get my Interior Shadows on then, slowly maybe.
#6
08/31/2007 (10:31 pm)
Will interiors put shadows on the terrain or does it have to be blended for that too?
#7
09/01/2007 (2:27 am)
Quote:
Will interiors put shadows on the terrain or does it have to be blended for that too?

Might wanna read the documentation Brian linked to above? It says pretty clearly what it does and doesn't do.
#8
09/01/2007 (5:21 pm)
Nice work Mr. Richardson. Going through your lightmapping implementation just taught me alot about Atlas. Hopefully by the end of the night I'll have it working on unique terrains.
#9
09/01/2007 (6:42 pm)
A quick update with documentation. I like the way things are going guys, keep it up!
#10
09/01/2007 (10:53 pm)
Thanks for the update!
#11
09/01/2007 (11:21 pm)
@all: thanks!

@AcidFaucet: Good luck! I don't think it'd be super hard to pull off, but you'd need to blend the lightmap with the single large terrain bitmap. So that means writing (or repurposing) a blender that would feed terrain + lightmap data to the clipmap. I'd love to hear where you get with it! I learned quite abit about Atlas myself while writing it.
#12
09/02/2007 (2:16 am)
That are definitely good news.

We so far avoided Atlas due to the missing support for Lightmaps but with that addition, we might reconsider our usage of legacy and recheck blended Atlas terrains.

Thank you Brian for this integration.
#13
09/02/2007 (10:31 am)
Nice work Brian!

Its great to see progress like this :)

Keep up the good work!
#14
09/02/2007 (10:55 am)
@Brian: So far so good. I opted to create a new atlas schema derived from the blender terrain. Basically, I just opt out of anything involving blending. I'm running into some jamming problems though if the opacity map doesn't have an alpha channel.

EDIT: No noticeable performance hits though.

Though it really looks like its just too infeasible to use unique textured terrains. I caught my 8192x8192 png at 70.5mb (JPeg was 14mb). The derived atlas file, > 100mb (in both cases).

Big problem is, sure on 90+% of a terrain you can get away with blending, but in some places you can't.
#15
09/03/2007 (11:59 am)
@Brian
You rock man! Thanks for all of your hard work. I know we can be a bit demanding sometimes. I just want to say thanks for comming through for all of the TGEA users in a SUPER BIG WAY!.
#16
09/03/2007 (12:16 pm)
Thanks to all responsible for your efforts - It is very appreciated!