L3DT users' community
Large 3D terrain generator

Atlas not showing in TGEA

Got a problem or need advice?

Atlas not showing in TGEA

Postby 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
Servo
Contributing member
 
Posts: 29
Joined: Thu Nov 20, 2008 5:17 am

Postby 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
Servo
Contributing member
 
Posts: 29
Joined: Thu Nov 20, 2008 5:17 am

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

Postby 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
Servo
Contributing member
 
Posts: 29
Joined: Thu Nov 20, 2008 5:17 am

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

Postby 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.
Servo
Contributing member
 
Posts: 29
Joined: Thu Nov 20, 2008 5:17 am

Postby Aaron » Thu Dec 04, 2008 9:44 pm

Hi Servo,

I got it going, but it took a little work.

Image

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

Postby 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.
Servo
Contributing member
 
Posts: 29
Joined: Thu Nov 20, 2008 5:17 am

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

Postby Servo » Fri Dec 05, 2008 11:16 pm

Thanks that helped out alot


arron I have one more question, what did you do the hightmap to get it to look like this..
http://www.interceptorshield.com/DEM/westtest2.jpg

on my hightmaps on the other terrain I am now able to get into the game they all look like this.

http://www.interceptorshield.com/DEM/westtest1.jpg

[edited to change embedded images to links; they're huge and were messing up the page width. - Aaron]
Servo
Contributing member
 
Posts: 29
Joined: Thu Nov 20, 2008 5:17 am

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

Postby 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.

Image

unlike the land outline is not clearly showing.

these are the settings I'm useing

Image
Image
Image
Servo
Contributing member
 
Posts: 29
Joined: Thu Nov 20, 2008 5:17 am

Postby 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.

Image

2) Reduce horizontal scale by factor of 100 (to 4.99m/pixel).

Image

3) Reduce vertical scale by factor of 100 (to Alt. range of 368.37m)

Image

4) Clip below -20m to -20m.

Image

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

Postby 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.
Servo
Contributing member
 
Posts: 29
Joined: Thu Nov 20, 2008 5:17 am

Postby Servo » Sun Dec 07, 2008 10:14 pm

Just thought you would like to see how my terrain looks ingame

I took two screenshots the second one has the temp city mesh placed in.

http://www.interceptorshield.com/DEM/WestcoastinTGEA.jpg

http://www.interceptorshield.com/DEM/WestcoastinTGEAWithCityMesh.jpg

Thanks again for the help :)
Servo
Contributing member
 
Posts: 29
Joined: Thu Nov 20, 2008 5:17 am


Return to Help and support

Who is online

Users browsing this forum: No registered users and 3 guests

cron