====== Using L3DTio_Atlas2 ======
To use [[plugins:fileio:L3DTio_Atlas2|L3DTio_Atlas2]], select the menu option at '//File->Export->Export to Torque Atlas//', as below:
{{:plugins:fileio:l3dtio_atlas2:atlasexportmenu.png|:plugins:fileio:l3dtio_atlas2:atlasexportmenu.png}}
This will open the 'Export to TGEA Atlas' dialog box, shown below:
{{:plugins:fileio:l3dtio_atlas2:atlasdlg.png|:plugins:fileio:l3dtio_atlas2:atlasdlg.png}}
The controls are explained below:
===== File name =====
This is the filename of the atlas file to be created. It **must** be in the same directory as the TGEA executable, or a subdirectory thereof.
===== Export profile =====
Either 'unique texture' if you want to use the texture map generated by L3DT, or 'blended textures' if you want to use the alpha maps generated by L3DT and blend the textures in TGEA.
If you want to make blended terrain, you must first generate an RGBA alpha map using the '//Operations->Alpha maps->Generate maps//' menu option ([[bundydocs>l3dt:userguide:ops:alpha#generating_alpha_map|see user-guide]]).
===== Max. Error (m) =====
This is the maximum allowable error that Atlas will allow when merging triangles together in the terrain level-of-detail algorithm. Smaller values will give more accurate terrain, but will be larger on disk, slower to render, and may crash TGEA during the generation process. Larger values will give less accurate terrain, but will be smaller on disk, faster to render, and less likely to crash TGEA during the generation process.
By default, L3DTio_Atlas2 sets the maximum height error for Atlas to 1/8th the horizontal resolution of your heightfield.
===== Tree depth =====
This is the depth of the level-of-detail tree that Atlas uses to render the terrain. As a general rule, the following values should be used:
^ Texture/light map size ^ Tree depth ^
| 1024 | 2 |
| 2048 | 3 |
| 4096 | 4 |
| 8192 | 5 |
However, the TGEA console log will advise you if you're using a tree depth that is too large or too small.
===== Virt. tex. res. =====
//For blended textures only.//
This is the resolution of the 'virtual texture' map used in TGEA to render the blended terrain. Larger values give the impression of more detailed terrain textures, but may also give visible feature repeating artefacts. Smaller values will conceal these artefacts, but will give more blurry terrain textures.
===== TGEA path =====
This button allows you to choose the TGEA.exe executable that will be used to generate the Atlas2 terrain file.
===== Help! =====
This button will open this page in your default web browser.
===== OK =====
When you click on the //OK// button, L3DTio_Atlas2 will export the following maps:
* The heightmap, as unsigned 16-bit RAW.
* The texture map, as tiled mosaics of JPGs (for unique textures only).
* The light map, as tiled mosaics of JPGs (for blended textures only).
* The alpha/opacity map, as tiled mosaics of PNGs (for blended textures only).
* The texture maps for the four opacity layers, as JPGs (for blended textures only).
After the maps have been exported, L3DTio_Atlas2 will write a console script file (called 'L3DTAtlasExport.cs') to the same directory as TGEA.exe, and finally call TGEA.exe to run the console script.
If there are any errors during the Atlas build process, please consult the 'console.log' file in the same directory as TGEA.exe.
====== Problems ======
===== TGEA crashes! =====
It is usually the case that TGEA will crash when the //Max. Error (m)// value is set too low. Increase this value, and try again.