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Mask generation

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Mask generation

Postby Demostenes » Sun Jul 28, 2013 9:44 pm

I am not able to run not even one mask generation (even with default masks), it throws me following error:


¨CMapWrap::LinInterp error:
- cannot get any pixels for point (-1.#IND00, -1.#IND00), size = 4097 x 4097

calc_MaskGen_ProcessList error:
- cannot get interpolated water pixel

calc_MaskGen_ProcessList error:
- calculation aborted following errors

CMapWrap::LinInterpHF error:
- cannot get any pixels for point (-1.#IND00, -1.#IND00)

calc_MaskGen_ProcessList error:
- cannot get interpolated altitude

CMapWrap::LinInterp error:
- cannot get any pixels for point (-1.#IND00, -1.#IND00), size = 4097 x 4097

calc_MaskGen_ProcessList error:
- cannot get interpolated water pixel

calc_MaskGen_ProcessList error:
- calculation aborted following errors

build:

Version: 13.05 Pro dev build 0
Build date: 31-May-2013
http://www.esqgame.com - oldschool MMO in developement
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Re: Mask generation

Postby Aaron » Mon Jul 29, 2013 11:41 am

Hi Demostenes,

I apologise for this bug. Unfortunately, I can't seem to find the right combination of settings to reproduce the fault(the darn thing just works for me!) Can you please send the full log file to aaron@bundysoft.com? You can get to it using the 'All programs->Bundysoft->L3DT [version]->L3DT logs' shortcut in the Windows start menu. That link will open a directory in which you will find a file called 'log.txt'. With the logfile, I will hopefully be able to reproduce (and thence fix) the bug.

Best regards,
Aaron.
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Re: Mask generation

Postby Demostenes » Mon Jul 29, 2013 4:01 pm

Thanks. You have it in email.
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Re: Mask generation

Postby Demostenes » Tue Jul 30, 2013 10:32 pm

There is more things wierd. I used standard preset to generate attributes map:

http://imageshack.com/a/img69/6554/hxub.png

On the picture you can see, there is steep dry grass and steep grass in very similar ammount in attributes map. But if I run alfa map wizard, there are no such grass type, also percentage of available grass types makes no sense at all, by rough guess it should be 15% one type and 15% second, not 28% one and 1,4% second, it is absolutelly not corresponding with attributes map distribution.

Mask generation in this case is not throwing error, but If i use mask for steep dry grass or steep grass (which are there according to task bar), generated map is blank (black).

It looks like there is some mess in naming convention.....
http://www.esqgame.com - oldschool MMO in developement
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Re: Mask generation

Postby Demostenes » Thu Aug 29, 2013 5:59 pm

Any findings?
http://www.esqgame.com - oldschool MMO in developement
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Re: Mask generation

Postby Aaron » Thu Aug 29, 2013 9:18 pm

Hi Jiri,

It looks like the problem with mask generation is because your attributes map (4096x4096) is smaller than your heightfield map (4097x4097). The mask generator was optimised to assume that the attributes map size will be equal to or an integer multiple of the heightfield size, which is normally a pretty safe assumption for maps created in L3DT. I'll see if I can change that requirement without breaking the algorithm's performance.

The list of names in the alpha map wizard is the names of the materials used by the land types, not the land types themselves. This groups together land types that use the same materials, so that game engines that are blending textures only need to blend one copy of each material. On the face of it, it looks like you're seeing the intended behaviour.

Best regards,
Aaron.
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Re: Mask generation

Postby Demostenes » Fri Aug 30, 2013 10:57 am

Thanks. Lots of game engines requires height map as power of two + 1.

Ok, so atrributes map is not 1:1 with used textures? My goal is to have two textures in the forest (grass+second type of grass), and have tree vegetation mask only on the one type of grass texture. And this is my approach for whole terrain building, to have vegetaion/object masks fitting on chosen ground textures. How can I achieve that?
http://www.esqgame.com - oldschool MMO in developement
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Re: Mask generation

Postby Aaron » Sat Aug 31, 2013 12:14 pm

Hi Demostenes,

I've modified the mask generator to support non-integral size ratios between the heightfield and attributes map. The change is in the latest build of L3DT Pro (v13.08 build 1). There should be no difference in speed.

Lots of game engines requires height map as power of two + 1.


Understood. We normally would support that by doing the whole map generation/editing process in L3DT at power-of-two size, and then resize the heightfield to power-of-two-plus-one during the export process.

Ok, so atrributes map is not 1:1 with used textures?


Oh no. L3DT only generates texture maps that are the same size as the attributes map, or an integral multiple thereof. Almost all of L3DT's calculations assume that the project's map layers are either the same size or an integral multiple, mostly for performance reasons.

My goal is to have two textures in the forest (grass+second type of grass), and have tree vegetation mask only on the one type of grass texture. And this is my approach for whole terrain building, to have vegetaion/object masks fitting on chosen ground textures. How can I achieve that?


I think you were on the right track; the (now fixed) mask generator seems to be the right tool for this job.

Best regards,
Aaron.
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Re: Mask generation

Postby Demostenes » Sun Sep 01, 2013 5:59 pm

Thanks a lot, i will try! Mask generation is indeed working now
http://www.esqgame.com - oldschool MMO in developement
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Re: Mask generation

Postby Demostenes » Sun Sep 01, 2013 6:54 pm

I have still problem with consistency of atributes map and alfa map:

http://imageshack.com/a/img580/6239/2dpa.png

On the atribute map you can see, that I have two major grass types (steep dry grass and dry grass, it looks like cca 50:50). But alfa map wizards shows only one dominant type of grass, second is onlky few pixels, which does not fit atributes map. Or maybe I still dont get how does it work :)
http://www.esqgame.com - oldschool MMO in developement
Demostenes
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Re: Mask generation

Postby Aaron » Mon Sep 02, 2013 8:49 pm

Hi Demostenes,

Both the 'dry grass' and the 'steep dry grass' land types in the attributes map use the same 'std_grass_dry' material, as you can see in the land type editor (dry grass at top, steep dry grass beneath). The only difference is that 'steep dry grass' modifies the colour of the output material slightly (5% less green and blue).

LT_DG.png
LT_DG.png (20.1 KiB) Viewed 12003 times
LT_SDG.png
LT_SDG.png (20.64 KiB) Viewed 12003 times


The alpha map shows materials, not land types, so it has the 'dry grass' and 'steep dry grass' land types grouped together as one alpha layer for their shared material 'std_grass_dry'. The other grass alpha layer you mentioned, 'std_grass_steep', would be from the 'steep grass' land type in the attributes map, of which your map apparently has very little.

Best regards,
Aaron.
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Re: Mask generation

Postby Demostenes » Tue Sep 03, 2013 1:31 pm

Great, thanks, now I understand the logic behind.
http://www.esqgame.com - oldschool MMO in developement
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