Atlas: Texture Generator
by Ben Garney · in Torque Game Engine Advanced · 06/05/2005 (5:56 pm) · 44 replies
Howdy guys,
John Vanderbeck and I have been working hard on a texture generator for all you Atlas users out there. We have a first cut of it ready to go. It will generate super high res textures, do lighting, can be run offline or from scripts, and so on.
It's available at...
Code - www.ontargetgames.com/atlas/atlasTextureGen.zip
Docs - www.ontargetgames.com/atlas/AtlasTexGen.html
You will be prompted for a login. Username is tse, password is ggatlas117.
To get going, simply take the files from the .zip into your engine/atlas subdirectory, add them to your project (VC7 lets you just drag and drop :), recompile, and then follow the docs to get started.
John and I will be checking up on this thread, as well as hanging out in the IRC channel, so feel free to post or chat and we'll be there help you out.
Once we get the kinks out of this version, then I'll be checking it into CVS and updating all the project files.
Have fun! :)
John Vanderbeck and I have been working hard on a texture generator for all you Atlas users out there. We have a first cut of it ready to go. It will generate super high res textures, do lighting, can be run offline or from scripts, and so on.
It's available at...
Code - www.ontargetgames.com/atlas/atlasTextureGen.zip
Docs - www.ontargetgames.com/atlas/AtlasTexGen.html
You will be prompted for a login. Username is tse, password is ggatlas117.
To get going, simply take the files from the .zip into your engine/atlas subdirectory, add them to your project (VC7 lets you just drag and drop :), recompile, and then follow the docs to get started.
John and I will be checking up on this thread, as well as hanging out in the IRC channel, so feel free to post or chat and we'll be there help you out.
Once we get the kinks out of this version, then I'll be checking it into CVS and updating all the project files.
Have fun! :)
#2
06/05/2005 (7:25 pm)
@Ben - thank you!!
#4
06/06/2005 (7:31 am)
I'll get it later tonight and have a play.. for now, I cant get hold of TSE to mess with it..
#5
More evidence to my sceptics that investing is GG & TSE will be worth it in the long run.
Long live GG & TSE (and TGE & T2D)
Huey
06/06/2005 (2:09 pm)
Oh man, you guys really are Da Bomb :)More evidence to my sceptics that investing is GG & TSE will be worth it in the long run.
Long live GG & TSE (and TGE & T2D)
Huey
#6
06/06/2005 (3:42 pm)
Just an FYI. As Phil found out, currently the texture tool does require that TSE be fully initialized before it will work properly.
#7
06/06/2005 (4:07 pm)
That's for the texture chunker (ie, generateTQT) not this new tool... AFAIK. :)
#8
Either way, best to make and exec a .cs file once the main menu is loaded..
06/06/2005 (4:18 pm)
Both ben.. needs both to be initialised.. I guess maybe the jpeg code isnt working until after the gfx layer is alive properly?Either way, best to make and exec a .cs file once the main menu is loaded..
#9
06/06/2005 (4:26 pm)
Right on! Atlas is so cool!
#10
06/06/2005 (7:03 pm)
I've tried but it crashes every time when i load my heightmap.. tried my own heightmap which i managed to work into a terrain before, didn't work. tried the Large terrain heightmap, still didn't work. checked several times, my image is 4096X4096, 1 channel, 16 bit. I tried in the command line different scalings with no luck. Anyone else havin these problems?
#11
06/06/2005 (7:22 pm)
Needs to be 4097.
#12
Just make your hm 4097x4097, and it should work fine. You still pass 4096 as a param though.
Confused yet? :)
06/06/2005 (8:40 pm)
In the loadHeightmapU16 method you pass it 4096, but in truth of the matter the heightmap code expects it to be 1 size larger, 4097. This is really because of a quirykness with Terragen.Just make your hm 4097x4097, and it should work fine. You still pass 4096 as a param though.
Confused yet? :)
#13
06/06/2005 (10:13 pm)
Updated the docs to fix some errors found in the tutorial section. Reference section remains correct.
#15
06/07/2005 (7:49 am)
If you can't get it working and can post a zip of the heightmap somewhere i'll take a look at it.
#16
I'm assuming it's supposed to say "0.5 100 1.0 128 0.0 200". Also, the example describing "layerBySlope" uses the same values.
06/07/2005 (11:15 am)
Ben, just wanted to verify that there's a typo in the docs. Where it says:For example if you wished to blend a layer in so that at a height of 100 it would have a weight of 0.5 and then at 128 it would have a weight of 1.0 and the finally at height 200 it would have a weight of 0.0, the control point string would look like this: "0.5 128 1.0 200 0.0 200".
I'm assuming it's supposed to say "0.5 100 1.0 128 0.0 200". Also, the example describing "layerBySlope" uses the same values.
#17
06/07/2005 (11:52 am)
Fixed.
#18
06/07/2005 (3:00 pm)
Scratch that, i got it working. Something got messed up in my engine, replaced the code files and rebuilt, its a go. :D
#19
Was just about to post saying it was working fine with that heightmap lol. Glad you got it working.
06/07/2005 (3:35 pm)
Great!Was just about to post saying it was working fine with that heightmap lol. Glad you got it working.
#20
Fixed intermitant bug in shadowmap gaussian blur function.
Modified layers to be 0 based instead of 1 based.
Added completion message to createShadowmap() method.
Beefed up error checking in layer operations.
Fixed potential crash in layer operations when an invalid layer is specified.
Updated documentation.
06/07/2005 (4:58 pm)
New version of the texture generator posted.Fixed intermitant bug in shadowmap gaussian blur function.
Modified layers to be 0 based instead of 1 based.
Added completion message to createShadowmap() method.
Beefed up error checking in layer operations.
Fixed potential crash in layer operations when an invalid layer is specified.
Updated documentation.
Torque Owner John Vanderbeck