L3DT and TGEA - working only in Atlas Demo, why?
by Josef Froschauer · in Artist Corner · 02/22/2009 (2:48 am) · 16 replies
hi,
I am using TGEA 1.8.1 and L3DT Pro for Torque 2.6. I went through this great tutorial from...
http://www.bundysoft.com/wiki/doku.php?id=tutorials:torque:aaron#exporting_to_tgea_atlas_file
and created a unique textured Atlas file. Everything worked fine for the Atlas Demo level, i just replaced the original atlas file with my newly created, just as it is described in the tutorial. Then I wanted to place my atlas file in my own project and saved it there but the Atlas Terrain doesn't appear. I inserted the code for the terrain manually into the mission file (simple.mis) but it is not visible.
here is the code i used
______________
new AtlasInstance(NewTerrain) {
position = "-151.417 7.48933 80";
rotation = "1 0 0 0";
scale = "1 1 1";
detailTex = "~/data/terrains/details/detail1";
atlasFile = "~/data/terrains/blah.atlas";
};
______________
the console log says the following: "scriptsAndAssets/data/missions/simple.mis (0): Unable to instantiate non-conobject class AtlasInstance.
*** Mission loaded"
How can I make the terrain appear in my own Torque project? Why is it only working in the AtlasDemo world?
I am using TGEA 1.8.1 and L3DT Pro for Torque 2.6. I went through this great tutorial from...
http://www.bundysoft.com/wiki/doku.php?id=tutorials:torque:aaron#exporting_to_tgea_atlas_file
and created a unique textured Atlas file. Everything worked fine for the Atlas Demo level, i just replaced the original atlas file with my newly created, just as it is described in the tutorial. Then I wanted to place my atlas file in my own project and saved it there but the Atlas Terrain doesn't appear. I inserted the code for the terrain manually into the mission file (simple.mis) but it is not visible.
here is the code i used
______________
new AtlasInstance(NewTerrain) {
position = "-151.417 7.48933 80";
rotation = "1 0 0 0";
scale = "1 1 1";
detailTex = "~/data/terrains/details/detail1";
atlasFile = "~/data/terrains/blah.atlas";
};
______________
the console log says the following: "scriptsAndAssets/data/missions/simple.mis (0): Unable to instantiate non-conobject class AtlasInstance.
*** Mission loaded"
How can I make the terrain appear in my own Torque project? Why is it only working in the AtlasDemo world?
#2
//includeModule( 'atlas' );
and ran generateProjects.bat but it still doesn't work. the console message is the same. is there something I forgot?
02/22/2009 (10:46 am)
thx for the link. i just uncommented this section in the project.conf file//includeModule( 'atlas' );
and ran generateProjects.bat but it still doesn't work. the console message is the same. is there something I forgot?
#4
06/05/2009 (7:00 am)
anybody know of a non destructive way of just adding atlas to an existing project?
#5
Recompiling the game engine isn't destructive. Just get a copy of Microsoft Visual C++ Express and the March(?) DirectX 9 SDK. It only takes a few minutes to get every thing setup and compiled.
Alternatively, you could just copy the Atlas game exe into your project.
06/05/2009 (7:05 am)
Quote:anybody know of a non destructive way of just adding atlas to an existing project?
Recompiling the game engine isn't destructive. Just get a copy of Microsoft Visual C++ Express and the March(?) DirectX 9 SDK. It only takes a few minutes to get every thing setup and compiled.
Alternatively, you could just copy the Atlas game exe into your project.
#6
i just simply want to add the files needed for atlas to mu build order and rebuild, i dont want to start a new project then re-add all of my existing mods to the new project
06/05/2009 (7:26 am)
overwriting your current project files and thuse deleting all your added files and libraries is incredibly destructive, i'm not an expert in hacking project files, but i do know that ive had to completely restart projects after project file corruption before.i just simply want to add the files needed for atlas to mu build order and rebuild, i dont want to start a new project then re-add all of my existing mods to the new project
#7
06/05/2009 (8:06 am)
Compiling the engine, shouldn't be destructive at all. It should not touch the assets. The only thing that should be touched is the projects exe file.
#8
06/05/2009 (8:08 am)
compiling the engine is destructive if it misses out 50 or so extra source files
#9
The only reason the compiler would miss 50 files is if you're not using the right DirectX SDK.
If you really don't want to try and compile, you only have 2 other options:
A: Copy the Atlas Demo Exe to your project.
B: Don't use Atlas at all.
In order to get Atlas support you MUST compile the engine.
06/05/2009 (8:24 am)
What can be done if you're worried about that, is backup the EXE. Just rename it and compile. If the compiler misses some files, you still have the backed up exe.The only reason the compiler would miss 50 files is if you're not using the right DirectX SDK.
If you really don't want to try and compile, you only have 2 other options:
A: Copy the Atlas Demo Exe to your project.
B: Don't use Atlas at all.
In order to get Atlas support you MUST compile the engine.
#10
i dont have a new project i have an existing project with at least a dozen resources added to it, the generateprojects OVERWRITES the project files, destroying any changes youve made to your projects.
This thread is pointless, its bad enough not getting help, but getting pointless and irritating non answers is a waste of my time
06/05/2009 (9:06 am)
and you are completely misunderstanding what i'm trying to say, either that or you are deliberately trying to be obtuse.i dont have a new project i have an existing project with at least a dozen resources added to it, the generateprojects OVERWRITES the project files, destroying any changes youve made to your projects.
This thread is pointless, its bad enough not getting help, but getting pointless and irritating non answers is a waste of my time
#11
06/05/2009 (9:49 am)
First I want to say I'm just trying to help. I'm not trying to be obtuse. When I first read your post, I though of resources as models and textures and what have you. If you're talking about engine modifications then I misunderstood you. So let me ask, your concerned about losing your engine modifications correct?
#12
Yes and no, the problem isnt so much the actual engine files as the visual studio files this wouldnt be an issue if they had used defines to disable atlas in the code so i could either just uncomment it or not care because the disabling would be done inside the MACOS bits.
it would be easier to *add* atlas i would have thought, than to *re-add* every extra file that has been added to a projcet, the source files are fine and dandy but unless they are added to the project they arent compiled, your programming level isnt listed in your profile so it may just be that i'm talking gobbldygook to you and thats the cause of the misunderstanding :)
either way sisnce i cant find a solution to *easily* add atlas to 1.8.1 i'll just have to re-add my resources the hard way. i was just looking at saving some time :p
06/05/2009 (10:20 am)
sorry, please excuse my grouchiness, in the past week ive had nothing problems with garage games breaking portions of TGEA just to keep minority groups happy.Yes and no, the problem isnt so much the actual engine files as the visual studio files this wouldnt be an issue if they had used defines to disable atlas in the code so i could either just uncomment it or not care because the disabling would be done inside the MACOS bits.
it would be easier to *add* atlas i would have thought, than to *re-add* every extra file that has been added to a projcet, the source files are fine and dandy but unless they are added to the project they arent compiled, your programming level isnt listed in your profile so it may just be that i'm talking gobbldygook to you and thats the cause of the misunderstanding :)
either way sisnce i cant find a solution to *easily* add atlas to 1.8.1 i'll just have to re-add my resources the hard way. i was just looking at saving some time :p
#13
Just create a new folder in the Project/Source Files/engine name it atlas, then add the 4 other folder then add the c files. It worked for me. Just run a compile after you add the files. No need to change any headers or the sort.
But I do agree, a simple define would have been nice, or some program to merge the files without creating a new solution.
06/05/2009 (10:44 am)
No worries, I've had some major issues with Polysoup and that was driving me up a wall. As for my programming skill.. beginner to say the most. I do a lot of php and some Visual Basic, just not a lot of c++. But what tried, and it did seem to work, was manually add the atlas files. It was simple and only took a min or two to add to the solution and with out any pains.Just create a new folder in the Project/Source Files/engine name it atlas, then add the 4 other folder then add the c files. It worked for me. Just run a compile after you add the files. No need to change any headers or the sort.
But I do agree, a simple define would have been nice, or some program to merge the files without creating a new solution.
#14
06/05/2009 (11:51 am)
now my problem is the terrain portion of the documentation that relates to atlas and l3dt is either horridly lacking or horridly out of date.. so dispite stressing over getting the base functionality it doesnt work and crashes whenever i try to add my own atlas terrain anyway
#15
06/05/2009 (12:05 pm)
I remember having issues with exporting the terrain as well. What version of L3DT are you using?
#16
@Travis
You're right about the core Atlas stuff and simply having to include the relevant source files from the atlas/ folder. However, one should also add a TORQUE_ATLAS define to the project for the .atlas file extension to register with the resource loading code.
That's however pretty much it in case somewhat does not want to refresh the project files.
06/07/2009 (11:17 am)
@Travis
You're right about the core Atlas stuff and simply having to include the relevant source files from the atlas/ folder. However, one should also add a TORQUE_ATLAS define to the project for the .atlas file extension to register with the resource loading code.
That's however pretty much it in case somewhat does not want to refresh the project files.
Associate Michael Hall
Distracted...