Game Development Community

TGEA update when?

by Andy Hawkins · in Torque Game Engine Advanced · 12/30/2007 (4:26 pm) · 37 replies

I would like to know when will 1.0.4 be coming out please?

Specifically I'd like to have the following bugs fixed
- LOD bug where close up objects disappear
- No DIF shadows on Atlas terrain.
- Larger than 2048 Atlas terrains.
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#1
12/30/2007 (4:46 pm)
Add to that list:

-Basic in-game Atlas editor
-OpenGL support
#2
12/30/2007 (4:51 pm)
There are DIF shadows on Atlas but not on unique atlas terrains since 1.0.3

And OpenGL is not going to happen unless you implement it yourself.

Atlas editor would be great but I prefer Atlas2 over Atlas and atlas2 won't work dynamically unless you want to handle atlas in pure raw geometry in the editor and compile it afterwards -> wish lots of fun ...


But a release that integrates the 2 sides of user fixes from the bug board and fix the whole lot of editor bugs would be great.
#3
12/30/2007 (5:05 pm)
You can not do larger terrains right now? with atlas2?
#4
12/30/2007 (5:07 pm)
1.0.3 out of the box does not support heightmaps larger than 2048x2048
but there is a fix in the bug section
#5
12/30/2007 (5:30 pm)
Do you mean the export from L3DT? or it dosent work creating the Terrain with Console Commands.

Thx for the reply im a newbie with Atlas and just diving in the last 3 Days.
Now waiting til L3DT is done with making a 16k*16k Map :)

I use Blended Textures for my Atlas Files.
#6
12/30/2007 (5:40 pm)
The export from L3DT only does because the exporter has the fix integrated.
So both.
#7
12/30/2007 (6:30 pm)
The shadows on unique terrain would be nice.
#8
12/30/2007 (9:30 pm)
Quote:There are DIF shadows on Atlas but not on unique atlas terrains

Oh so I can create Atlas 1 terrains? Does L3DT do Atlas 1 terrains?

Whats the difference between 1 and 2? I just want the realistic terragen-style terrain.

I'm a C++ programmer - is it possible to fix the LOD thing myself?
#9
12/31/2007 (1:35 am)
Quote:1.0.3 out of the box does not support heightmaps larger than 2048x2048
but there is a fix in the bug section

Does that include a fix for the precision issues that render large atlas terrains unusable?

Quote:And OpenGL is not going to happen unless you implement it yourself.

I noticed they finally removed "Don't worry mac users, OpenGL is at the top of our list!" from the TGEA product description pages.
#10
12/31/2007 (5:10 am)
Hu?
No it was meant to be Atlas2 there. I thought anyone automatically means Atlas2 if Atlas is said as Atlas1 is not used anymore (and most likely not supported)

If you find the cause for the LoD issue, the fix should be possible. but there were several changes between 1.0.2 and 1.0.3 that introduced this bug.
#11
12/31/2007 (7:02 am)
I think I've seen that LOD issue also. I'm also getting some weird seam problems on my atlas terrain. I'd also like to see full shadows on everything and have multiple textures to use as detail textures on the land. Also being able to paint on the land using textures.. like adding leaves dirt, and garbage...etc
#12
12/31/2007 (7:18 am)
Specifically I'd like to have the following bugs fixed:

- LOD bug where close up objects disappear
- No DIF shadows on Atlas terrain.
- AddMaterialMapping can not change material runtime
- ShaderGen do not support the specular/ambient for aditional omni light (only supports for sunlight)
#13
12/31/2007 (2:53 pm)
Like a lot of people, I'd like to see the "no opengl, mac, linux" bug fixed before I'd even have to pretend to care about the rest of the bugs.

Not gonna happen, but a boy can dream :-)

Gary (-;
#14
12/31/2007 (3:40 pm)
I think that stuff will be fixed in Torque 2.0! =s .... plus some I hope!
#15
12/31/2007 (5:09 pm)
Any can point me to the max Size 2048 bugfix for Atlas2? I can't find it in the Bug Forums.

thanx in advance^^
#16
01/03/2008 (9:38 am)
First off: There are static Shadows on an Atlas2 terrain, but it must be a Blended Atlas terrain. The exporter from L3DT does not export Blended terrains, and therefore anything you export from L3DT won't have static shadows. To create a Blended terrain you must use the "console function" method of creating your Atlas terrain.

If I can take a moment to make a plug, my Introduction to TGEA class at Torque School spend a great deal of time on the subject of creating terrains using L3DT, and exporting them to Atlas format using both methods.

Secondly, I'm not entirely sure what the max size "bug" is since I've created many Atlas terrains larger than that, so there's nothing wrong with the Atlas code itself. If you're referring to the L3DT Exporter, I did fix a bug with it where it would always cancel after the "your terrain is really big" warning message.
You can find the fix here.

If you would like to perfect your Atlas creation skills, I would really encourage you to enroll in my Torque School class. Atlas occupies 2 of the 5 weeks of the course, so it is covered fairly well (I think). Also included in the course is a thorough going-over of the Material system. We have a special pricing promotion for January so this is a great time to sign up.
#17
01/03/2008 (9:49 am)
Yes was a misunderstandig, with the 2048 bug.
I use only atlas2 and can do now without problems 16*16 Terrains, thats what i need.
#18
01/03/2008 (9:53 am)
Might cause more confusion than help.
Will have a look at the special offer at torque school, looks interesting.
#19
01/03/2008 (10:01 am)
Sorry Marc, I don't really understand your question.
#20
01/03/2008 (11:43 am)
Hi Mark D. I'll be signing up for your class as soon as my paypal goes thru.
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