L3DT users' community
Large 3D terrain generator

Atlas to Chu?

Got a problem or need advice?

Atlas to Chu?

Postby B G » Tue Aug 28, 2007 4:29 pm

I just recently bought l3dt pro and immediately downloaded the atlas plugins aswell.

I am trying to use the L3DTio_Atlas2 plugin to export an atlas file.

At the moment all it does is ask me where my TGEA.exe is and then all it does is export the .raw file and the .jpg file, aswell as opening TGEA in demo mode (as opposed to my own games).

Am I missing steps or something, or is that all it does ..export the jpg and raw ..

Im pretty brand new to L3DT as a whole so I may be missing some small steps that others take for granted.
B G
New member
 
Posts: 8
Joined: Tue Aug 28, 2007 4:19 pm

Postby Madcowthomas » Tue Aug 28, 2007 5:53 pm

You need to process the raw file.

Goto this link to read up on some steps
http://www.bundysoft.com/wiki/doku.php? ... dcowthomas

This get you up and running
From the mad cows desk to yours,
Peace
Madcowthomas

Yo...Reggie vacation mom!

"Without imagination we would cease to exist"
William Thomas
(1970-)
Warning!
Burping Babies are the Cause of Global Warming!
User avatar
Madcowthomas
Doyen
 
Posts: 159
Joined: Mon Feb 19, 2007 3:40 am
Location: Seattle Washington - Salmon Fishing

Postby B G » Tue Aug 28, 2007 7:04 pm

Some questions..

Does the heightfield and the texture both need an extra pixel or just the heightfield.

What does L3DTio_Atlas2 actually do.. whats it function.. I was hoping to skip all this by using that.
B G
New member
 
Posts: 8
Joined: Tue Aug 28, 2007 4:19 pm

Postby Madcowthomas » Tue Aug 28, 2007 7:52 pm

Only the heightfield. use the L3DT_Atlas (Mod by Mark Dynna) it allow maps over 2048. You find this in the pro download section.It create the atlas file for your project.
From the mad cows desk to yours,
Peace
Madcowthomas

Yo...Reggie vacation mom!

"Without imagination we would cease to exist"
William Thomas
(1970-)
Warning!
Burping Babies are the Cause of Global Warming!
User avatar
Madcowthomas
Doyen
 
Posts: 159
Joined: Mon Feb 19, 2007 3:40 am
Location: Seattle Washington - Salmon Fishing

Postby B G » Tue Aug 28, 2007 8:21 pm

I cant seem to get the plugin to work. It exports the jpg and raw file but stops there.

Thats not my main question right now though.
I followed that guide you directed me to and I think I got to the end fine. Im not really sure how to add the atlas terrain to Torque though.

Do I have to edit something, and if so what and where...

Thanks for the help so far btw.
B G
New member
 
Posts: 8
Joined: Tue Aug 28, 2007 4:19 pm

Postby Aaron » Tue Aug 28, 2007 9:24 pm

Hi BG,

I recommend you use the official plugin (L3DT_atlas) that is available on the Pro downloads page (consult your sales e-mail for link). The 'L3DTio_Atlas2' plugin you have is still in development, and doesn't quite work properly yet. The userguide for the official plugin is here:

http://www.bundysoft.com/wiki/doku.php?id=plugins:fileio:l3dt_atlas

Does the heightfield and the texture both need an extra pixel or just the heightfield.


Neither; it is done automatically for you.

Best regards,
Aaron.
User avatar
Aaron
Site Admin
 
Posts: 3696
Joined: Sun Nov 20, 2005 2:41 pm
Location: Melbourne, Australia

Postby B G » Tue Aug 28, 2007 10:01 pm

Basically I have gotten exported Atlas files from both the plugin method and by doing it manually using TGEA.exe and console commands.

How do I add the terrain to our level though?
B G
New member
 
Posts: 8
Joined: Tue Aug 28, 2007 4:19 pm

Postby Madcowthomas » Tue Aug 28, 2007 11:36 pm

Need to edit the .mis file in the data\missions folder in the TGEA dir

might be one called simple.mis

Looking for something like this in your mission file.

Code: Select all
      new AtlasInstance2(NewTerrain) {
      canSaveDynamicFields = "1";
      position = "0 0 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      detailTex = "~/data/terrains/details/detail1.png";
      atlasFile = "~/data/terrains/test/test.atlas";                   <---------
      lightMapSize = "8192";
      detailStartRange = "5";
      detailEndRange = "1000";
      detailRepeat = "1024";
From the mad cows desk to yours,
Peace
Madcowthomas

Yo...Reggie vacation mom!

"Without imagination we would cease to exist"
William Thomas
(1970-)
Warning!
Burping Babies are the Cause of Global Warming!
User avatar
Madcowthomas
Doyen
 
Posts: 159
Joined: Mon Feb 19, 2007 3:40 am
Location: Seattle Washington - Salmon Fishing

Postby B G » Wed Aug 29, 2007 1:49 pm

Got it working. Entering the full path in the datablock seemed to be messing it up when I had it in my missions folder so I entered the relative path and it worked.
Maybe I had a typo or something, its working now either way. Thank you.

Now all I want to know is how to get a really hi resolution terrain texture going. This is the main reason I switched to Atlas terrain instead of oul Legacy. I only really need a 2048x2048 terrain but I want it to have a higher resolution texture, got any tips?

Also, can you edit the texture by hand in photoshop? (texture not the heightfield)
B G
New member
 
Posts: 8
Joined: Tue Aug 28, 2007 4:19 pm

Postby B G » Thu Aug 30, 2007 12:00 am

If i just make a bigger jpeg terrain texture in photoshop to go with the raw heightfield does that mean I get a higher resolution terrain?
B G
New member
 
Posts: 8
Joined: Tue Aug 28, 2007 4:19 pm

Postby Madcowthomas » Thu Aug 30, 2007 12:57 am

If I recall Arron said that when edit it in photoshop lose something and that not recommend, now I could be wrong but do recall it was not advised to do that.


And also know Arron done leaps and bounds increasing the resolution and continues too.
From the mad cows desk to yours,
Peace
Madcowthomas

Yo...Reggie vacation mom!

"Without imagination we would cease to exist"
William Thomas
(1970-)
Warning!
Burping Babies are the Cause of Global Warming!
User avatar
Madcowthomas
Doyen
 
Posts: 159
Joined: Mon Feb 19, 2007 3:40 am
Location: Seattle Washington - Salmon Fishing

Postby B G » Thu Aug 30, 2007 2:39 am

Im fairly sure that was just the heightfield.
It changes the heightfield from 16bit to 8bit or something like that.
Dont see how it would affect the jpeg.
B G
New member
 
Posts: 8
Joined: Tue Aug 28, 2007 4:19 pm

Postby Aaron » Fri Aug 31, 2007 6:53 am

Hi All,

The Photoshop warning just applied to heightfields.

As to making a high-res texture, select the 'Make high-res texture' option in the texture wizard, and set the TX/HF (texture-to-heightfield) ratio to the desired value. For best results, also generate a high-res attributes map and light map.

Cheerio,
Aaron.
User avatar
Aaron
Site Admin
 
Posts: 3696
Joined: Sun Nov 20, 2005 2:41 pm
Location: Melbourne, Australia


Return to Help and support

Who is online

Users browsing this forum: No registered users and 66 guests