Fatal: AtlasFile::CreateNew - unknown TOC type
by Jesse McKinney · in Torque Game Engine Advanced · 07/01/2006 (10:56 pm) · 49 replies
Im on the final step of the Atlas 2 terrain creation, and keep getting the following fatal when I go to make my final atlas file
Fatal in in engine\atlas\core\atlasfile.cpp
AtlasFile::CreateNew - unknown TOC type
The commands I used to get to this step
Looks like it cant write the terrain out to the final atlas file. Any help would be appreciated.
Fatal in in engine\atlas\core\atlasfile.cpp
AtlasFile::CreateNew - unknown TOC type
The commands I used to get to this step
1) atlasGenerateTextureTOCFromLargeJPEG("base/Data/Terrains/FrostBitePaintMap.jpg", 4, "base/Data/Terrains/FrostBiteNew.atlas")
2) importOldAtlasCHU("base/Data/Terrains/FrostBiteHeightMap.chu", "base/Data/Terrains/FrostBiteHeightMap.atlas")
3) atlasGenerateUniqueTerrain("base/Data/Terrains/FrostBite.atlas", "base/Data/Terrains/FrostBiteHeightMap.atlas", "base/Data/Terrains/FrostBiteNew.atlas")on the third command it crashes with the above fatal, here is the console dump==>importOldAtlasCHU("base/Data/Terrains/FrostBiteHeightMap.chu", "base/Data/Terrains/FrostBiteHeightMap.atlas");
importOldAtlasCHU - opened 'base/Data/Terrains/FrostBiteHeightMap.chu' for conversion.
importOldAtlasCHU - created new Atlas file 'base/Data/Terrains/FrostBiteHeightMap.atlas'
importOldAtlasCHU - Atlas file initialized, converting...
importOldAtlasCHU - Headers read, remapping chunks...
importOldAtlasCHU - Importing geometry chunks...
importOldAtlasCHU - level 4 chunks...
importOldAtlasCHU - level 3 chunks...
importOldAtlasCHU - level 2 chunks...
importOldAtlasCHU - level 1 chunks...
importOldAtlasCHU - level 0 chunks...
AtlasFile::waitForPendingWrites - Waiting for pending output to finish.
AtlasFile (12d8e0) - Waiting for write IO to finish...
AtlasFile::waitForPendingWrites - Done!
importOldAtlasCHU - Done
AtlasFile::waitForPendingWrites - Waiting for pending output to finish.
AtlasFile::waitForPendingWrites - Done!
==>atlasGenerateUniqueTerrain("base/Data/Terrains/FrostBite.atlas", "base/Data/Terrains/FrostBiteHeightMap.atlas", "base/Data/Terrains/FrostBiteNew.atlas");
atlasGenerateUniqueTerrain - getting ready to generate a terrain with a unique schema...
o Opening 'base/Data/Terrains/FrostBiteHeightMap.atlas' for geometry...
AtlasFile::load - loading Atlas resource 2dc615c with base/Data/Terrains/FrostBiteHeightMap.atlas
o Opening 'base/Data/Terrains/FrostBiteNew.atlas' for texture data...
AtlasFile::load - loading Atlas resource 2e5f78c with base/Data/Terrains/FrostBiteNew.atlas
o Locating geometry TOC...
o Locating texture TOC...
o Copying & registering geometry TOC...
o Copying & registering texture TOC...
o Registering config TOC...
o Creating atlas file 'base/Data/Terrains/FrostBite.atlas'...
TOC Type for Atlas is: Geom
TOC Type for Atlas is: Tex
TOC Type for Atlas is: (null)Looks like it cant write the terrain out to the final atlas file. Any help would be appreciated.
#42
07/12/2006 (12:22 pm)
You know, this really looks the Red component of all colours is just gone. I see blue, and some green-ish but not one spec of anything red. My texture is mainly ruddy brown (like Matt's above) and without the Red component I bet it would look mostly bluey-green like it does. Just a thought.
#43
07/12/2006 (4:06 pm)
That's because the red component is getting swapped into where alpha would be (as textures are generally more efficient as RGBX anyway...), so you don't see it anymore.
#44
07/12/2006 (8:58 pm)
Ok... so is not seeing any red component on our terrain textures a feature or is there a problem somewhere?
#45
07/13/2006 (2:58 am)
@Ben : So is there a "side way" to show red component of JPEG texture? converting them in PNG for instance? Importing TQT, or any other way?
#46
This is a bug, yes. I am not aware of workarounds; could be some, though.
07/13/2006 (3:32 am)
I'll be checking some stuff in - I'm currently importing from JPEG with no problems, so apparently my codebase is A OK. ;)This is a bug, yes. I am not aware of workarounds; could be some, though.
#47
07/13/2006 (1:28 pm)
How's this coming Ben, is anything close to being checked in?
#48
Brian is doing periodic merges to CVS. Have you tried updating? It might be a good idea to do a CVS update once a day just to be sure you're on latest HEAD. We generally announce when changes go through, but doing the updates will let you avoid being in a situation where you think you've got everything, but don't... ;)
07/13/2006 (9:04 pm)
I'm working on a comprehensive fix to the texturing issues people are encountering, and in the meantime fixing many and various Atlas issues.Brian is doing periodic merges to CVS. Have you tried updating? It might be a good idea to do a CVS update once a day just to be sure you're on latest HEAD. We generally announce when changes go through, but doing the updates will let you avoid being in a situation where you think you've got everything, but don't... ;)
#49
07/13/2006 (10:03 pm)
Ok, I just check and what was in CVS wasn't different. I'll check every day for changes. Hope you get it all sorted out!
Torque Owner Pauliver
i started with 2mb size and went up by *2 every time and got to 32 when i found out that i need to perform all 3 steps of the conversion (Jesse can fill you in on the conversion steps i was just following his instructions), so i upped it to 64 and compiled and it works now.
Some time soon (tomorrow night) i'll run it over and over untill i find the minimum it works at, and double that to make it run smoother.