L3DT
by Bloodknight · in Torque Game Engine Advanced · 06/05/2009 (1:54 pm) · 3 replies
ive tried all ways possible to create an atlas terrain using l3dt
all tutorials i find fail, the official documentation is so out of date that the screenshots are wrong.
if anybody can ling to a tutorial that works for l3dt standard and 1.8.1 i'd be quite apreciative :)
all tutorials i find fail, the official documentation is so out of date that the screenshots are wrong.
if anybody can ling to a tutorial that works for l3dt standard and 1.8.1 i'd be quite apreciative :)
About the author
#2
The tutorial assumes you are using the pro version too and several of the settings it tells you to use just dont work, and if you only apply some of them (relating to texture size and mapping) it seems to get quite unhappy.
In the finish it was a unique terrain that was created, the blended terrain barfed on the exported files because they werent the correct format and the correct format was disabled in l3dt.
In the finish the terrain texture quality was less than I expected, whether this would improve with buying the full version ive no idea. But i think at this point i cant really justify the cost on a maybe it will be better.
I also think T3D terrains have spoiled me now, even tho i have an ongoing TGEA project.
Anyway thank you for your offer, and i do have a couple of questions to finish off with should i reconsider... Is there a significant increase in terrain texturing quality using the pro version? and ive read that there are some 'issues' with larger atlas terrains is this a particulary horrid problem?
06/10/2009 (4:06 pm)
I did manage to get it partially working, there was an issue that revolved around having the .atlas in a specific folder, the error i kept getting more than most was something about texture having no name.The tutorial assumes you are using the pro version too and several of the settings it tells you to use just dont work, and if you only apply some of them (relating to texture size and mapping) it seems to get quite unhappy.
In the finish it was a unique terrain that was created, the blended terrain barfed on the exported files because they werent the correct format and the correct format was disabled in l3dt.
In the finish the terrain texture quality was less than I expected, whether this would improve with buying the full version ive no idea. But i think at this point i cant really justify the cost on a maybe it will be better.
I also think T3D terrains have spoiled me now, even tho i have an ongoing TGEA project.
Anyway thank you for your offer, and i do have a couple of questions to finish off with should i reconsider... Is there a significant increase in terrain texturing quality using the pro version? and ive read that there are some 'issues' with larger atlas terrains is this a particulary horrid problem?
#3
The only difference I am aware of is the pro version can crank the resolution up to 32768 X 32768.
There is a slight problem with very large atlas terrains.
It has to do with the fact that TGEA is coded to try and read the height map in one go, meaning you need that much physical memory to do so.
For instance a 16384 X 16384 height map would need 536,870,912 bytes of ram in order to accomplish this.
The reason for 536,870,912 is that the 16384 X 16384 height map is made up of 2 bytes per point or a 16 bit integer.
Fortunately there has been a fix for this posted already.
AtlasOldHeightfield Modifications for Large Terrains
06/10/2009 (4:24 pm)
Quote:Is there a significant increase in terrain texturing quality using the pro version?
The only difference I am aware of is the pro version can crank the resolution up to 32768 X 32768.
Quote:and ive read that there are some 'issues' with larger atlas terrains is this a particulary horrid problem?
There is a slight problem with very large atlas terrains.
It has to do with the fact that TGEA is coded to try and read the height map in one go, meaning you need that much physical memory to do so.
For instance a 16384 X 16384 height map would need 536,870,912 bytes of ram in order to accomplish this.
The reason for 536,870,912 is that the 16384 X 16384 height map is made up of 2 bytes per point or a 16 bit integer.
Fortunately there has been a fix for this posted already.
AtlasOldHeightfield Modifications for Large Terrains
Torque Owner Bill Vee
DayOfWar Studios
I will help you any way I can.
Are you trying to create a unique or blended terrain?
Bundysofts website has a nice tutorial on using the export plugin.
L3DTio_Atlas2