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MS4 - atlasGenerateUniqueTerrain crash

by Vincent BILLET · in Torque Game Engine Advanced · 09/08/2006 (5:33 am) · 3 replies

I tried the following lines from console :
atlasOldGenerateChunkFileFromRaw16("tool.htc/data/terrains/test.raw", 1024, 2.0, 0.1, "tool.htc/data/terrains/geometry.chu", 1.2, 3);
importOldAtlasCHU("tool.htc/data/terrains/geometry.chu", "tool.htc/data/terrains/geometry.atlas");

atlasGenerateTextureTOCFromLargeJPEG("tool.htc/data/terrains/test.jpg", 2, "tool.htc/data/terrains/texture.atlas") ;

atlasGenerateUniqueTerrain( "tool.htc/data/terrains/level_one.atlas", "tool.htc/data/terrains/geometry.atlas", "tool.htc/data/terrains/texture.atlas");

It generate a file (level_one.atlas) Just after this, I tried :
atlasGenerateUniqueTerrain( "tool.htc/data/terrains/test.atlas", "tool.htc/data/terrains/geometry.atlas", "tool.htc/data/terrains/texture.atlas");

and TSE crashes. Each Time I try to generate 2 unique terrains, it crashes.

#1
09/08/2006 (5:50 am)
Possibly related... generate from large jpeg doesn't allow chunks greater than 1024x. Irregardless of your geo chunks, I've had to ensure my treedepth in the texture doesn't produce over that size. ie, a 4096x tex must have tree depth of 3, even if my geo file prefers a 2.
#2
09/08/2006 (8:41 am)
@Erik :
The related crash is systematically produce by calling 2 atlasGenerateUniqueTerrain just one after the other.

In the above example, my jpeg texture is 1024x1024... So I don't think it's this one bug.

Thank you for your help ;)
#3
09/14/2006 (12:13 pm)
What is the callstack?

There are limitations on chunk size, especially texture chunks. I recommend using relatively small chunk sizes - it's easier on the system and will result on more responsive paging.