Atlas2 Terrain with no texture
by Dave Young · in Torque Game Engine Advanced · 07/05/2006 (11:00 am) · 0 replies
I have used the following process to try and get an Atlas2 terrain in, and it shows up, but without a texture.
I hardcoded the texture paths in AtlasBlender.cc and tried using a Blended Terrain, making sure that all the textures my terrain was using could be located.
This shows up as a white terrain, turning gray and then black when I move in with the camera.
So I tried just using a texture map and the geometry file:
Same result. So I tried using a single texture files:
For the same result. Terrain shows up, but has no texture. The UniqueTerrain files are always much larger than the blended, so I know that the textures are getting processed, no errors on the console.log either.
What am I doing wrong?
I hardcoded the texture paths in AtlasBlender.cc and tried using a Blended Terrain, making sure that all the textures my terrain was using could be located.
// Convert the raw heightfield.
atlasOldGenerateChunkFileFromRaw16("oakhome/l3dt/oakhome.RAW", 1024, 1.0, 1.0/256.0, "oakhome/geometry.chu", 1.0, 4);
importOldAtlasCHU("oakhome/geometry.chu", "oakhome/geometry.atlas");
// Import opacity/alpha map.
// note: the png file need to contain the 4 alpha maps on separate layers
atlasGenerateTextureTOCFromTiles(1, "oakhome/l3dt/Alpha/oak2_Alpha1.png", "oakhome/opacity.atlas");
// Load lightmap and JPEG compress.
atlasGenerateTextureTOCFromTiles(8, "oakhome/l3dt/LM/oakhome_x%dy%d.jpg", "oakhome/lightmap_png.atlas");
atlasConvertTextureTOC("oakhome/lightmap_png.atlas", "oakhome/lightmap.atlas", 0);
// Finally combine into a blender terrain.
atlasGenerateBlenderTerrain("oakhome/l3dt.atlas", "oakhome/geometry.atlas", "oakhome/opacity.atlas", "oakhome/lightmap.atlas");This shows up as a white terrain, turning gray and then black when I move in with the camera.
So I tried just using a texture map and the geometry file:
// Convert the raw heightfield.
atlasOldGenerateChunkFileFromRaw16("oakhome/l3dt/oakhome.RAW", 1024, 1.0, 1.0/256.0, "oakhome/geometry.chu", 1.0, 4);
importOldAtlasCHU("oakhome/geometry.chu", "oakhome/geometry.atlas");
atlasGenerateTextureTOCFromTiles(8, "oakhome/l3dt/TX/oakhome_x%dy%d.jpg", "oakhome/texturemap_png.atlas");
//atlasConvertTextureTOC("oakhome/texture_png.atlas", "oakhome/texturemap.atlas", 0);
atlasGenerateUniqueTerrain("oakhome/l3dt.atlas", "oakhome/geometry.atlas", "oakhome/texturemap.atlas");Same result. So I tried using a single texture files:
// Convert the raw heightfield.
atlasOldGenerateChunkFileFromRaw16("oakhome/l3dt/oakhome.RAW", 1024, 1.0, 1.0/256.0, "oakhome/geometry.chu", 1.0, 4);
importOldAtlasCHU("oakhome/geometry.chu", "oakhome/geometry.atlas");
atlasGenerateTextureTOCFromLargeJPEG("oakhome/l3dt/texmap.jpg", 4, "oakhome/texmap.atlas");
atlasGenerateUniqueTerrain("oakhome/l3dt.atlas", "oakhome/geometry.atlas", "oakhome/texmap.atlas");For the same result. Terrain shows up, but has no texture. The UniqueTerrain files are always much larger than the blended, so I know that the textures are getting processed, no errors on the console.log either.
What am I doing wrong?