Game Development Community

Atlas Limitation

by Vincent BILLET · in Torque Game Engine Advanced · 09/04/2005 (1:50 pm) · 29 replies

According documentation, their is one limit to Atlas terrain : JPEG Size (65535 x 65535).

But their is another limitation : FileStream seems to be able to handle no mor than 4 GB!

I tried this code :
ConsoleFunction(formatRAW,void,3,3,"FileName, Size X")
{
   char *stopstring;
   int img_size = int(strtod( argv[2], &stopstring));
   U16 buffer[65537];
   FileStream fs;
   if(!ResourceManager->openFileForWrite(fs, argv[1], File::Write))
   {
      Con::errorf("FormatRaw - failed to open output file!");
      return;
   }
   for (U32 i=0; i<img_size+1;i++) {buffer[i] = 32768;}
   for(U32 i=0; i<img_size+1; i++)
   {
	  fs.write(img_size*2+2,buffer);
   }
   fs.close();
   Con::printf("Formating RAW achieved");
}
In console I use it like this :
formatRAW("~/data/terrains/myraw.raw",65536);
The output file should be 65537*65537*2 = 8 590 196 738 bytes.
But fileSize = 4 294 901 708 bytes !!!
Why is it stop at 4 GB instead of 8 GB ?
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#1
09/04/2005 (2:03 pm)
Because all the Stream code uses U32(unsigned int) to represent file sizes.
The maximum number U32 can go up to is 4,294,967,295 (about 4gb).
#2
09/04/2005 (2:15 pm)
Quote:
According documentation, their is one limit to Atlas terrain : JPEG Size (65535 x 65535).

That is not an Atlas limitation, and as far as I know the documentation does not state so either.
You're probably thinking of the JPEG limitation (JPEG's range from 0 to 65535 pixels)
#3
09/04/2005 (2:19 pm)
Exactly JPEG Limitation involve TQT limitation.
#4
09/04/2005 (2:32 pm)
Quote:
Because all the Stream code uses U32(unsigned int) to represent file sizes.
So Terrain files are limited to 32768x32768, not disk space....:(
#5
09/04/2005 (2:54 pm)
Remember, the current Atlas implementation is not in it's final state and will change.

I wouldn't worry so much about it atm.
#6
09/04/2005 (3:20 pm)
@James : Thank you for the indication, I've corrected this in the core code and now I've my Terrain of 65537x65537 (8 GB Raw file)...

So I think to be the first with a so huge terrain ;)... I Hope there is no more surprises with chu generation...
#7
09/04/2005 (3:36 pm)
Vincent,

There are more parts (obviously, but I don't know where they are) that you need to look at to elimintate precision errors, it's not just as easy as to switch out U32 to F64. Try creating a really huge terrain and bring it ingame, you're likely to run into errors along the way.

Maybe Ben has a comment on if this will be extended in the feature?
#8
09/04/2005 (4:01 pm)
Here is an interesting question. If your game has 8 GB of data just for the terrain, wouldn't it take a long time for your users to download your game? ;)
#9
09/04/2005 (4:10 pm)
Raw data are not for download. Terrain data may be compressed. And Finally Distributions will be on DVD.
#10
09/04/2005 (4:40 pm)
Or multiple DVD's.

I'm not sure what the practical purpose of a single terrain that size would be. I would think that paging in smaller chunks would be much more effective. And sane.
#11
09/04/2005 (8:11 pm)
It does page it in.

Nice to see you experimenting, Vincent. When I get back to Atlas toolset dev, I'll be making the whole thing a lot easier to use, for big and small terrains.
#12
09/04/2005 (8:20 pm)
Or maybe a really big terrain made up of smaller terrains? ;)
#13
09/04/2005 (11:40 pm)
Quote:
When I get back to Atlas toolset dev, I'll be making the whole thing a lot easier to use
Perhaps before getting back to Atlas toolset dev, you'll want to take a look at my terrain generator ;)
#14
09/05/2005 (12:20 am)
I'd love to look at anything anyone has done, toolwise, with Atlas.
#15
09/05/2005 (12:23 am)
I hope to release tomorrow my Huge Terrain Creator (HTC). I must adjust some fractal parameters, and I'll post it!
#16
09/08/2005 (3:26 pm)
Did I miss the post or did you miss your deadline? I'm adjusting our workflow for mapping and I'm still searching for a tool to help with terrain creation.

I've evaluated a lot of different applications, but nothing strikes me as something that's as simple as the original Torque terrain editor. Due to the nature of our game, in-game terrain tweaking is pretty important. Hopefully Ben will get something together in the next few months to help us out.
#17
09/08/2005 (3:50 pm)
I Tried to post my dev Snapshot and it don't work.
it replies :
Error: Invalid file type '' (allowed: jpeg)
Error: This field is Required

In Image Field I typed : "c:\HTC.jpeg"

I Don't understand !
#18
09/08/2005 (4:00 pm)
Try .jpg?
#19
09/08/2005 (4:00 pm)
Yes I tried .jpg too... :(
#20
09/08/2005 (6:28 pm)
Try posting in the site bugs forum; continuing this discussion here will make it very hard for people who have encountered that problem in the past to find your post and help you!
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