TGEA 1.7 Beta Atlas?
by PuG · in Torque Game Engine Advanced · 03/27/2008 (5:20 am) · 10 replies
Hi, just wondering if anyone has figured out yet how to get custom Atlas working ingame - the water demo Atlas file is fine but for some reason anything I compile either fails to load (sits on Loading Object for along time) or loads but with purple/blueish tiled clips.
Looked through the Atlas Console and ive not seen any new commands that differer, only some new files for converting legacy?
Regards,
Looked through the Atlas Console and ive not seen any new commands that differer, only some new files for converting legacy?
Regards,
#2
Will try as you suggested and bring it over from 1.03.
I was just recording a new video tutorial series for Grome using the Standard Edition, so thought it would be nice to try it out and preview it in latest TGEA beta.... but I don't thing the water demo atlas has been relight ingame?
Regards!
03/27/2008 (6:44 am)
Exactly the same issue, so I wonder whether its working at all. If I compile with the latest EXE and try and relight it hangs on loading, or atleast a veeerry lengthy delay (that beaten my patients :). Will try as you suggested and bring it over from 1.03.
I was just recording a new video tutorial series for Grome using the Standard Edition, so thought it would be nice to try it out and preview it in latest TGEA beta.... but I don't thing the water demo atlas has been relight ingame?
Regards!
#4
No errors on the recompile, and no issues on compiling the Atlas (never crashed for me in the first place) with a stock 1.7 beta exe.
Side question, in the old Mildstone releases their was a proper opacity convert console function which has since disappeared - I was just wondering the reason for it? it seems strange importing one opacity texture having to use Tile import.
As for the current problem, just building a new debug to see what comes up.
03/28/2008 (3:39 am)
No doesn't appear to. It still hangs on loading objects, even with Lightmap Dimension set to zero. :(No errors on the recompile, and no issues on compiling the Atlas (never crashed for me in the first place) with a stock 1.7 beta exe.
Side question, in the old Mildstone releases their was a proper opacity convert console function which has since disappeared - I was just wondering the reason for it? it seems strange importing one opacity texture having to use Tile import.
As for the current problem, just building a new debug to see what comes up.
#5
Best I can do, as I don't program. :)
Terrain compiled with a 1.03 exe works fine, even with the light map.
03/28/2008 (3:51 am)
Ok, the debug build comes up with Allocating a Frame Temp with less than one instance in engine/source/core/frameAllocator.cpp/h (I believe).Best I can do, as I don't program. :)
Terrain compiled with a 1.03 exe works fine, even with the light map.
#6
Some of the default texture that come with it are an oddball size like 288 X 288.
While my ATI pc has no problem with this my nvidia pc will crash with a similar error.
As for the brightness this thread explains the issue.
03/28/2008 (8:57 pm)
If you create you atlas with L3DT make sure the source texture are a power of 2.Some of the default texture that come with it are an oddball size like 288 X 288.
While my ATI pc has no problem with this my nvidia pc will crash with a similar error.
As for the brightness this thread explains the issue.
#7
03/29/2008 (12:29 am)
Hi Bill, no I use Grome. Thanks for the link (had lost the thread!)
#8
Thanks!
03/31/2008 (10:53 am)
Could you email me (or use yousendit.com) some sample data for us to test and debug against?Thanks!
#9
04/02/2008 (8:24 am)
I always got the "Not an allocated block!" error message from platformmemory.cpp for the blended atlas export during copying opacity map chunks..., any clue for this? I use L3DT pro and 1.7 beta for exporting.
Torque 3D Owner J.C. Smith