Game Development Community

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,

#1
03/27/2008 (6:33 am)
I've gotten terrains built with 1.03 in with no problem, though if I use lightmapdimensions = 0 then it makes the terrain ridiculously overbright and it has some of those odd hued tiles. If I use an old atlas and then have it generate lighting by setting the lightmap to another value, then old terrains work fine for me. I haven't tried compiling any new terrains.
#2
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!
#3
03/27/2008 (11:54 am)
Do the fixes in this thread help at all with your problems?
#4
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
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
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
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.
#10
04/02/2008 (11:15 am)
Hi Matt, yes.

Sorry Steven, not sure.