Got a problem or need advice?
by Servo » Mon Dec 01, 2008 1:34 am
I got a hightmap dem file to compile but when I go and load the mission I dont see the terrain.
I have zipped up and uploaded my atlas file to this link.
I dont know why my terrain is not showing.
http://www.interceptorshield.com/DEM/westcoast.zip
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Servo
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by Servo » Mon Dec 01, 2008 8:06 pm
This is my console log when running it
//-------------------------- 12/1/2008 -- 15:05:38 -----
Processor Init:
Intel (unknown, Pentium Pro/II/III family), ~2.40 Ghz
(timed at roughly 2.40 Ghz)
FPU detected
MMX detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Initializing platform...
Input Init:
unknown0 input device created.
unknown1 input device created.
DirectInput enabled.
Done
--------- Loading DIRS ---------
--------- Parsing Arguments ---------
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_0000
Device Id: DEV_0000
Binding server port to default IP
UDP initialized on port 0
DirectX 9 version - 9.0.0 c
DirectX 8 version - 9.0.0 c
Attempting to create GFX device: NVIDIA GeForce 8800 GTS (D3D9)
Device created, setting adapter and enumerating modes
GFXD3D9Device - using 'd3dx9_35.dll' for dynamic linking.
D3DDevice ref count is 1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 8
Initializing GFXCardProfiler (D3D9)
o Vendor : 'NVIDIA'
o Card : 'NVIDIA GeForce 8800 GTS'
o Version: '97.94'
- Scanning card capabilities...
- Loading card profiles...
- Loading card profile profile/D3D9.cs
- Loading card profile profile/D3D9.NVIDIA.cs
- No card profile profile/D3D9.NVIDIA.NVIDIAGeForce8800GTS.cs exists
- No card profile profile/D3D9.NVIDIA.NVIDIAGeForce8800GTS.9794.cs exists
Texture Manager
- Approx. Available VRAM: 900726784
- Threshold VRAM: 67108864
- Quality mode: high
% - Initialized Common
--------- Initializing MOD: FPS ---------
sfxStartup...
Provider: DirectSound
Device: Primary Sound Driver
Hardware: No
Buffers: 16
--------- Initializing Atlas Demo: Server Scripts ---------
--------- Initializing Atlas Demo: Client Scripts ---------
--------------
Attempting to set resolution to "800 600 false 32 60 0"
Accepted Mode:
--Resolution : 800 600
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level 0
--------------
GFXPCD3D9Device::reset - depthstencil 1e1800 has 2 ref's
--- Resetting D3D Device ---
Binding server port to default IP
UDP initialized on port 0
Exporting server prefs...
... Shape with old version.
//-----------------------------------------------
Loading light datablocks from: common/lighting/lights/
//-----------------------------------------------
Loading light datablocks from: common/lighting/filters/
*** LOADING MISSION: scriptsAndAssets/data/missions/simple.mis
*** Stage 1 load
*** Stage 2 load
MatInstance::MatInstance() - Unable to find material 'AtlasDynamicLightingMaterial'
AtlasClipMapBatcher::renderLight - no material 'AtlasDynamicLightingMaterial' found, skipping light rendering and spamming the console.
MatInstance::MatInstance() - Unable to find material 'AtlasDynamicLightingMaskMaterial'
AtlasClipMapBatcher::renderLight - no material 'AtlasDynamicLightingMaskMaterial' found, skipping light rendering and spamming the console.
AtlasFile::load - loading Atlas resource 45c4040 with scriptsAndAssets/data/terrains/westcoast.atlas
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
*** Mission loaded
Connect request from:
Connection established 1445
CADD: 1446 local
*** Sending mission load to client: scriptsAndAssets/data/missions/simple.mis
% - Initializing common GUIs
% - Initializing Tools
% - Initializing Tools Base
% - Initializing Base Editor
% - Initializing Mission Editor
% - Initializing Gui Builder
% - Initializing Debugger
Engine initialized...
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
Mapping string: MsgLoadDescripition to index: 3
Mapping string: MsgLoadInfoDone to index: 4
Mapping string: MsgClientJoin to index: 5
Mapping string: Welcome to a Torque application %1. to index: 6
Mapping string: Visitor to index: 7
Mapping string: MissionStartPhase1 to index: 8
*** New Mission: scriptsAndAssets/data/missions/simple.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: MissionStartPhase1Ack to index: 0
Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
MatInstance::MatInstance() - Unable to find material 'AtlasDynamicLightingMaterial'
AtlasClipMapBatcher::renderLight - no material 'AtlasDynamicLightingMaterial' found, skipping light rendering and spamming the console.
MatInstance::MatInstance() - Unable to find material 'AtlasDynamicLightingMaskMaterial'
AtlasClipMapBatcher::renderLight - no material 'AtlasDynamicLightingMaskMaterial' found, skipping light rendering and spamming the console.
Allocating a 512 px clipmap for a 8192px source texture.
- 4 base clipstack entries, + 1 cap.
- Using approximately 6.650000MB of texture memory.
AtlasInstance2::onAdd - took 218 ms to fill clipmap with texture data.
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 10
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
*** Phase 3: Mission Lighting
Alternate lightmaps are only supported for blended terrains!
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
*** Initial Control Object
Activating DirectInput...
Exporting Gui preferences.
CDROP: 1446 local
scriptsAndAssets/client/scripts/serverConnection.cs (173): Unable to find function clearTextureHolds
*** ENDING MISSION
Exporting server prefs...
AtlasFile::waitForPendingWrites - Waiting for pending output to finish.
AtlasFile::waitForPendingWrites - Done!
Exporting client prefs
Exporting server prefs
Cur. D3DDevice ref count=2
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Servo
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by Aaron » Tue Dec 02, 2008 10:49 am
Hi Servo,
Time permitting, tomorrow I'll have a look at the Atlas file and let you know if I find anything.
Cheerio,
Aaron.
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Aaron
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by Servo » Wed Dec 03, 2008 7:29 pm
I hope you will be able to spot what is wrong I have recompiled many times and still cant get the atlas terrain to show ingame..
:Note:
I just noticed that if I look at the water at an angle I can see some of the terrain reflected in the water ingame. so its liked the terrain is there just not showing
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Servo
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by Aaron » Wed Dec 03, 2008 9:15 pm
Hi Servo,
I can't seem to locate the terrain in this Atlas file either, and the logfile isn't showing anything exciting. Can you please zip-up the L3DT project used to create this atlas file and upload it somewhere, or else e-mail it to aaron.torpy@yahoo.com? I'd like to play around with a few of the terrain parameters and re-compile the Atlas file.
Cheerio,
Aaron.
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Aaron
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by Servo » Thu Dec 04, 2008 5:53 am
Aaron
I 7z the files and uploaded them to my site here is the link
http://www.interceptorshield.com/DEM/WestCoast.7z
let me know if you have any problems downloading the file and try the project file out.
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Servo
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by Aaron » Thu Dec 04, 2008 9:44 pm
Hi Servo,
I got it going, but it took a little work.
Firstly, the heightmap size you provided was 4069x4069 pixels. This isn't a power of two (unlike 4096x4096), and thus isn't supported by TGEA. I resized it to 2048x2048 because TGEA's Atlas compiler can be rather temperamental above 2048x2048. After that, I reduced the horizontal and vertical scale by a factor of 100 to give Atlas some smaller numbers to work with.
Note that the water is baked onto the texture by L3DT; I couldn't be bothered to work out the correct positioning of the TGEA waterblock.
I'll upload the files for you after work tonight.
Cheerio,
Aaron.
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Aaron
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by Servo » Fri Dec 05, 2008 3:55 am
I resized the hightmap to the correct size like you said. but I could not get the vertical scale horizonal scale worked out so I must be useing the wrong figures. since the terrain is still not showing.
when you upload can you upload the file as the project file so I can take a look at what settings you set.
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Servo
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by Aaron » Fri Dec 05, 2008 10:11 am
Hi Servo,
Here we go: Best of luck, and let me know if there are any problems.
Cheerio,
Aaron.
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Aaron
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by Aaron » Sat Dec 06, 2008 2:54 pm
Hi Servo,
The ocean depth in your DEM was set to -32768 metres (i.e. no data), which I thought might cause some trouble with the terrain LOD due to the extreme gradient at the coastline. What I did was use the 'operations->heightfield->clip heightfield' menu option to clip everything below -20 metres to -20 metres (since I'd scaled it 1:100 already, this equates to a depth of 2km).
Cheerio,
Aaron.
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Aaron
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by Servo » Sat Dec 06, 2008 9:53 pm
Sorry Arron about the image sizes on the last two pics.
that info helped a little I'm trying to mimic what you did but when I did what you said the cost line of my new updated hightfield looks like this.
unlike the land outline is not clearly showing.
these are the settings I'm useing

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Servo
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by Aaron » Sun Dec 07, 2008 8:17 am
Hi Servo,
Here are the settings, as applied in order:
1) Resize heightmap to 2048 x 2048.
2) Reduce horizontal scale by factor of 100 (to 4.99m/pixel).
3) Reduce vertical scale by factor of 100 (to Alt. range of 368.37m)
4) Clip below -20m to -20m.
Best regards,
Aaron.
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Aaron
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by Servo » Sun Dec 07, 2008 7:43 pm
Thanks, that was the answer I was looking for everything seems to be working ok now... just one last question, I looked but could not find a thread on also making hightmaps for the old legacy terrain in Torque I was going to also test the hightmap out in the legacy megaterrain addon.
just wondering what I have to do so the hightmap will work with the legacy terrain.
I got the current terrain into atlas in TGEA and it looks great. right now rendering better texture and details.
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Servo
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