TSE "Milestone 3.5" Update
by Kyle Carter · in Torque Game Engine Advanced · 06/30/2006 (11:06 am) · 246 replies
Hi guys,
We've checked the next TSE update into CVS. It's NOT Milestone 4 - so no fancy lighting - but it does include many bugfixes, a new vastly more efficient rendering infrastructure (ported from Marble Blast Ultra), way faster skinning, and the first drop of the new Atlas codebase.
Brian has more complete info on the delta in this update, and should be posting it sometime in the not too distant future - I just wanted to let you guys know what was up ASAP. :)
Please note that some parts of this are still a little rough, and the new Atlas codebase does not yet have the full complement of art tools, but everything is functional and ready to use.
This thread is for posting general feedback on the release and collaborating on any bugs that might come up. Please be patient, as here in the States we're just about to go into a 4 day weekend - so responses might be a little slow. But we are committed to making everything work 100%, so definitely let us know what your experiences are!
Regards,
Ben Garney
Torque Technologies Director
We've checked the next TSE update into CVS. It's NOT Milestone 4 - so no fancy lighting - but it does include many bugfixes, a new vastly more efficient rendering infrastructure (ported from Marble Blast Ultra), way faster skinning, and the first drop of the new Atlas codebase.
Brian has more complete info on the delta in this update, and should be posting it sometime in the not too distant future - I just wanted to let you guys know what was up ASAP. :)
Please note that some parts of this are still a little rough, and the new Atlas codebase does not yet have the full complement of art tools, but everything is functional and ready to use.
This thread is for posting general feedback on the release and collaborating on any bugs that might come up. Please be patient, as here in the States we're just about to go into a 4 day weekend - so responses might be a little slow. But we are committed to making everything work 100%, so definitely let us know what your experiences are!
Regards,
Ben Garney
Torque Technologies Director
#162
07/05/2006 (10:55 am)
I've been peeking at the render batch changes. It's awesome! We're using a custom mesh-based solution for building interiors, and I was about to add support for transparency using some ugly hacks, but seems I can simply use the render isntance manager and let it sort the transparent primitives for me.
#163
07/05/2006 (11:52 am)
Has anyone successfully created Atlas or Atlas2 terrains with this version yet? If so, which process did you use?
#164
Sorry about that guys, I actually got VC2k5 installed on my machine on Monday, grabbed Florian's project files, made sure they compiled ( had to fix some minor things ), etc. I unfortunately ran out of CVS bandwidth (happens to us too) and Rick wasn't around to reset as it was late afternoon right before major holiday. So I couldn't pull down clean CVS to test against. It was broken anyway, so I figured worst case, it was still broken.
Had I known the chaos that would follow, I would have waited for today ;)
07/05/2006 (12:26 pm)
Alright, the missing vc8 project is up, and the atlas code change is also up, so it should build ok starting.... now. ;)Sorry about that guys, I actually got VC2k5 installed on my machine on Monday, grabbed Florian's project files, made sure they compiled ( had to fix some minor things ), etc. I unfortunately ran out of CVS bandwidth (happens to us too) and Rick wasn't around to reset as it was late afternoon right before major holiday. So I couldn't pull down clean CVS to test against. It was broken anyway, so I figured worst case, it was still broken.
Had I known the chaos that would follow, I would have waited for today ;)
#165
07/05/2006 (12:29 pm)
The exact code snippet I used to create the demo terrain is located in this article: tdn.garagegames.com/wiki/TSE/Atlas/Using_Atlas2
#166
07/05/2006 (12:56 pm)
Grabbed a fresh CVS version and it compiled right out of the box :)
#167
The terrain is all black in the terrain_water_demo though. I remember seeing something about this being mentioned somewhere in the thread but I'm not finding it.
07/05/2006 (1:02 pm)
Just grabbed it off CVS and compiled succesfully as well.The terrain is all black in the terrain_water_demo though. I remember seeing something about this being mentioned somewhere in the thread but I'm not finding it.
#168
07/05/2006 (1:06 pm)
It happens on some 128MB cards. What card do you have?
#169
07/05/2006 (1:08 pm)
For me the terrain isnt black but white <.< ... i have a 128MB Geforce 6800
#170
07/05/2006 (1:13 pm)
The card on the machine here in the office is a Radeon 9600 256MB. I installed the latest Catalyst drivers for it earlier, but it was doing the same thing before those were installed.
#171
Otherwise, all black terrain, white/gray from a distance.
This happens right out of the box with the terrain_water_demo.
07/05/2006 (1:16 pm)
ATi Radeon x600 256MB card. Old Atlas terrains looked fine. If I load up the original smalltexture terrain in a legacy Atlas block, it comes in as a very tall skinny fuzzy line in the corner of the terrain boundary.Otherwise, all black terrain, white/gray from a distance.
This happens right out of the box with the terrain_water_demo.
#172
==>atlasOldGenerateChunkFileFromRaw16("terrain_water_demo/l3dt/atlas_htmp.raw", 1024, 1.0, 1.0/512.0, "terrain_water_demo/geometry.chu", 1.0, 5);
PlatformMemory: allocating new page, total bytes allocated so far: 38241584 (total bytes in all pages=50331648)
Generating chunked geometry (depth=5, baseMaxError=1.000000)
o Calculating activation levels...
- done.
o Propagating activation levels...
- done.
o Writing file header...
- done.
o Generating empty TOC...
- done.
o Generating meshes...
AtlasOldActivationHeightfield::generateNodeData - Max exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Min exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Max exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Min exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Min exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Min exceeded! May have paging issues!
Fatal: (c:\tse\engine\atlas\editor\atlasoldmesher.cpp @ 299) AtlasOldMesher::writeCollision - empty bin, crap!
that last line..I know it means "NO DICE" but why when I work with the old system what should i be doing to insure that i get a good hightfield....or is this a bug caused by other stuff..i got the impression from the notes in AtlasOldMesher.cpp that part or this isnt working or done...any feedback will be helpful...Thakyou in advance
07/05/2006 (3:50 pm)
Ok heres the console...what does this error mean...how do I make it go away..I made a raw file and made shure it worked with MS3 just to be shure but when i try it with the new system I get.......==>atlasOldGenerateChunkFileFromRaw16("terrain_water_demo/l3dt/atlas_htmp.raw", 1024, 1.0, 1.0/512.0, "terrain_water_demo/geometry.chu", 1.0, 5);
PlatformMemory: allocating new page, total bytes allocated so far: 38241584 (total bytes in all pages=50331648)
Generating chunked geometry (depth=5, baseMaxError=1.000000)
o Calculating activation levels...
- done.
o Propagating activation levels...
- done.
o Writing file header...
- done.
o Generating empty TOC...
- done.
o Generating meshes...
AtlasOldActivationHeightfield::generateNodeData - Max exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Min exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Max exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Min exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Min exceeded! May have paging issues!
AtlasOldActivationHeightfield::generateNodeData - Min exceeded! May have paging issues!
Fatal: (c:\tse\engine\atlas\editor\atlasoldmesher.cpp @ 299) AtlasOldMesher::writeCollision - empty bin, crap!
that last line..I know it means "NO DICE" but why when I work with the old system what should i be doing to insure that i get a good hightfield....or is this a bug caused by other stuff..i got the impression from the notes in AtlasOldMesher.cpp that part or this isnt working or done...any feedback will be helpful...Thakyou in advance
#173
Even though an empty bin ought never happen. ;)
I'll have to look at this in a bit.
07/05/2006 (5:04 pm)
BTW - the new and old versions of the .raw and .chu generators are (or should be) identical. The important thing is calling the importChu code.Even though an empty bin ought never happen. ;)
I'll have to look at this in a bit.
#174
07/05/2006 (6:32 pm)
It works properly at 1.0 / 256.0 or below, from what I can tell. I had had this problem too.
#175
07/06/2006 (1:22 am)
I have white terrain with an nVidia 7800 256 MB card.
#176
07/06/2006 (1:36 am)
Ditto, at home with a brand new GeForce 7990 GTX XFX 512MB card, 2GB RAM.
#177
07/06/2006 (1:58 am)
If I could, I'd upload a picture of my 9600xt card, to show why it won't run torque, maybe tomorrow, worth a nice giggle! :P
#179
GeForce 6800GT 128Mb
AGP 8x
84.21 drivers
and if it matters
XP3200+ win2k SP4 1Gb ram
Hewster
07/06/2006 (10:06 am)
Got it all compiled ok, but I'm getting white terrain on the water demo too :(GeForce 6800GT 128Mb
AGP 8x
84.21 drivers
and if it matters
XP3200+ win2k SP4 1Gb ram
Hewster
#180
Got a ATI Extreme AX550 256MB DDR
PCI Express.
07/06/2006 (11:12 am)
Okay, its obviously not just our video cards. almost everyone is having this black/white terrain issue. lets just wait for Ben and Brian to solve the issue.Got a ATI Extreme AX550 256MB DDR
PCI Express.
Torque Owner Anton Bursch
I solved that by simply building the library and copy/pasteing it into the vs8 debug folder instead of the vs7 debug folder.