While I don't need to actually use this plugin, I thought I'd give it a go.
First thing I noticed is that it gave me an error message about my heightmap not being ^2 since that's what atlas requires.
As far as I understood it, this is wrong. Atlas requires a ^2+1 RAW file, which is what I had in L3DT. The +1 being the 1 pixel overlap from the adjacent tile.
Where does L3DT get all it's defaults in the advanced window? Are they calculated?
I don't actually understand most of them, since they bare no resemblance to the variables that you enter via script in TGEA.
GG's documentation on Atlas is a bit lacking and also assumes you know how it works, so I'm just trying to get my head around what the plug in is doing.
Here's the code I use:
atlasOldGenerateChunkFileFromRaw16("LegendAtlas/data/terrains/Gurth1.raw", 4096, 2, 1000/65536, "LegendAtlas/data/terrains/Gurth1.chu", 0.8, 5);
importOldAtlasCHU("LegendAtlas/data/terrains/Gurth1.chu", "LegendAtlas/data/terrains/Gurth1_geometry.atlas");
atlasGenerateTextureTOCFromLargeJPEG("LegendAtlas/data/terrains/Gurth1.jpg", 5, "LegendAtlas/data/terrains/Gurth1_texture.atlas");
atlasGenerateUniqueTerrain("LegendAtlas/data/terrains/Gurth1.atlas", "LegendAtlas/data/terrains/Gurth1_geometry.atlas", "LegendAtlas/data/terrains/Gurth1_texture.atlas");
I tell it it's a 4096 map, and supply a 16bit 4097 RAW file as instructed by GG. I give it an error factor of 0.8 and a depth of 5 (from trial and error).
Then I just tell it what image to use, and also use a depth of 5, since as I understand it, you need to texture each depth of the atlas file.
There were two reasons I wanted to test this plugin, one was for the final file size, which using L3DTs default settings produced a 40meg file, compared with my 210meg file.
The 2nd is due to this strange problem I've got http://i141.photobucket.com/albums/r75/ ... emSeam.jpg
If you can shed any light Aaron, that would be amazing.