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Cant export 2048 atlas map in standard edition

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Cant export 2048 atlas map in standard edition

Postby kittle » Sat Apr 26, 2008 8:28 pm

I generated a 2048x2048 map from my own HF and when I try to export it fromL3DT standard, I get the following error:

The maximum map size in L3DT Standard is 2048x2048!

CMapWrap::InitMap error
- invalid map size

CMapGroup::ExportMap error:
- call to InitMap failed

L3DTio_Atlas2::ExtAtlasExport error:
- heightfield export failed

CZeoFunc::CallFunction error:
- The function 'ExtAtlasExport' in the plugin 'L3DTio_Atlas2' returned an error.


Also... where is an easy way to see how big the map is really going to be? i had to open up various export dialogs to find out.
kittle
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Postby Aaron » Sun Apr 27, 2008 7:17 am

Hi Kittle,

Thanks for the bug report; I'll look into it.

Also... where is an easy way to see how big the map is really going to be? i had to open up various export dialogs to find out.


If you're using the design/inflate algorithm, the size is stated in the design map size wizard, about halfway down. If you're using another algorithm, the size will be stated in the relevant wizard.

Cheerio,
Aaron.
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Postby Aaron » Sun Apr 27, 2008 7:36 am

Hi Kittle,

Well, I tried to reproduce it, but no luck. What I had done was generate a 2048x2048 heightfield (32x32 design map), and then export it with and without resizing. No errors in either case.

Can you please send me (to aaron@bundysoft.com) the complete error log? It's in the start menu under 'All Programs->Bundysoft->L3DT [version]->L3DT log file'.

Best regards,
Aaron.
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Postby kittle » Sun Apr 27, 2008 5:34 pm

Log file(s) sent.

lemme know what you find.
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Postby Aaron » Tue Apr 29, 2008 11:42 am

Hi Kittle,

Thanks for the logfile.

To work with TGEA Atlas, the atlas export plugin has to re-size the heightmap map to 2049x2049 pixels in size, which obviously is larger than the allowed 2048x2048 pixels in L3DT standard edition. I'll increase the limit to 2049x2049 pixels in the next developmental build of L3DT standard, and post back here when done.

Best regards,
Aaron.

PS: I might suggest you try the free evaluation version of L3DT Professional, which can export larger maps, and can also support the much higher-detailed textures required to look good in Atlas, as well as the proper RGBA alpha blending mode for blended atlas files. To request a trial, see here.
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Postby kittle » Tue Apr 29, 2008 7:00 pm

Thanks for the updates. that makes sense now. I'll wait for your updated version.

At this stage of the game im just trying to get the L3DT -> atlas -> TGEA pipeline to work and show something other than a crash dialog or white textures.
Once that is working I'll be buying some software.

See my other thread on the atlas white textures problem.
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Postby Aaron » Thu May 01, 2008 12:03 pm

Hi Kittle,

The latest developmental build of L3DT Standard Edition (on the downloads page) will now allow Atlas exports of 2048x2048 pixel heightfiields (2049x2049, really). This version also has some additional checking of settings to warn against the white-texture problem described in your other thread.

Best regards,
Aaron.
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