Game Development Community

TSE "Milestone 3.5" Update

by Ben Garney · in Torque Game Engine Advanced · 06/30/2006 (11:06 am) · 246 replies

Hi guys,

We've checked the next TSE update into CVS. It's NOT Milestone 4 - so no fancy lighting - but it does include many bugfixes, a new vastly more efficient rendering infrastructure (ported from Marble Blast Ultra), way faster skinning, and the first drop of the new Atlas codebase.

Brian has more complete info on the delta in this update, and should be posting it sometime in the not too distant future - I just wanted to let you guys know what was up ASAP. :)

Please note that some parts of this are still a little rough, and the new Atlas codebase does not yet have the full complement of art tools, but everything is functional and ready to use.

This thread is for posting general feedback on the release and collaborating on any bugs that might come up. Please be patient, as here in the States we're just about to go into a 4 day weekend - so responses might be a little slow. But we are committed to making everything work 100%, so definitely let us know what your experiences are!

Regards,
Ben Garney
Torque Technologies Director
#201
07/07/2006 (8:42 am)
Terrain_water_demo has Atlas2 files in it.
#202
07/07/2006 (9:18 am)
Yep clean build seems to fix most things, though it might have been cause i was trying to look at stuff in the fps folder, will investigate later. Still coming out black both on my and the test landscape. This is mentioned above is anyone else still finding this.
#203
07/07/2006 (9:32 am)
Guys, the black/white terrain has NOT been fixed in CVS. It's a simple public/private method declaration that you need to change which is extremely simple to do.

Florian:

Quote:I was helping ben with finding the culprit and changing

class AtlasResourceConfigTOC : private AtlasResourceTOC<AtlasResourceConfigStub>

to

class AtlasResourceConfigTOC : public AtlasResourceTOC<AtlasResourceConfigStub>

in line 62 in file
atlas\resource\atlasResourceConfigTOC.h
seems to fix the white terrain issue :)

thx ben
#204
07/07/2006 (11:56 am)
BTW, I am getting some of the texture TOC load issues that have been discussed elsewhere. I'm investigating, will post when I get more info.

Thanks for helping each other out, guys. :)
#205
07/07/2006 (5:08 pm)
Thanks for all your help, but i am still a bit stuck. The sample terrain comes out very pretty but my new one i made still lacks textures. Also doesn't work in fps, is this something we need to fix about fps or is it something still hardwired in the code?

I am making it like this.

atlasGenerateTextureTOCFromLargeJPEG("terrain_water_demo/t2.jpg", 1, "terrain_water_demo/tt.atlas");
   generateChunkFileFromRaw16("terrain_water_demo/t.raw", 
                      512, 2.0, 1.0 / 256.0,      "terrain_water_demo/t.chu", 20.0, 1);
   importOldAtlasCHU("terrain_water_demo/t.chu", "terrain_water_demo/tr.atlas");
   atlasGenerateUniqueTerrain("terrain_water_demo/final.atlas","terrain_water_demo/tr.atlas", 
                     "terrain_water_demo/tt.atlas") ;


................. in the mis file ................

 new AtlasInstance2(NewTerrain) {
      position = "-34.7144 -9.21996 80";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      detailTex = "~/data/terrains/details/detail1";
      atlasFile = "~/data/terrains/final.atlas";
   };
#206
07/07/2006 (7:23 pm)
Is it finding your Atlas materials properly? Is it giving any errors in the console.log? It looks fine - I assume you're copying the .atlas file generated by atlasGenerateUniqueTerrain over to ~/data/terrains?
#207
07/08/2006 (2:21 am)
I changed the jpg for a new one, 2048 square and it all worked, thanks for you help Ben.

Also fixed the fps problem oh happy me, see www.garagegames.com/mg/forums/result.thread.php?qt=33640#358718

for this one.
#208
07/08/2006 (7:45 am)
Ok,

Got the latest as of yesterday.

I did have to make one change to the Torque Shader Engine and TSE Lib VC8 projects having to do with linking. When it attempted to link either of these projects it complained about not finding the dxguid.lib, so I had to add that into the Configuration Properties->Linker->Input->Additional Dependencies. Not sure if its just my system or not.



Also, as seen in Image3 there is an issue with the GUI system's drop-down controls.
#209
07/08/2006 (8:10 am)
The white terrain thing has been solved a few posts above yours

Quote:
I was helping ben with finding the culprit and changing

class AtlasResourceConfigTOC : private AtlasResourceTOC
to

class AtlasResourceConfigTOC : public AtlasResourceTOC
in line 62 in file atlas\resource\atlasResourceConfigTOC.h
seems to fix the white terrain issue :)

thx ben

and in image 3: thats not really an issue its just that the text is longer than the controll. The Options menu is still from TGE days and has only been fixed to a degree that it is usable.
#210
07/08/2006 (2:23 pm)
@C2: It looks like the reason for this is because the source code hardcodes that path to terrain_water_demo. See the AtlasBlender::initialize() method excerpt below...

engine/atlas/runtime/AtlasBlender.cpp
mSourceList.setSize(4);
   mSourceList[0].set(StringTable->insert("terrain_water_demo/l3dt/Dirt1"), &GFXDefaultStaticDiffuseProfile);
   mSourceList[1].set(StringTable->insert("terrain_water_demo/l3dt/rock1b"), &GFXDefaultStaticDiffuseProfile);
   mSourceList[2].set(StringTable->insert("terrain_water_demo/l3dt/grass1g"), &GFXDefaultStaticDiffuseProfile);
   mSourceList[3].set(StringTable->insert("terrain_water_demo/l3dt/rocks1c"), &GFXDefaultStaticDiffuseProfile);
#211
07/08/2006 (2:26 pm)
Got it, so busy with working on getting everything ported didn't even search the source. Didn't think they'd hardcode that. :) Thanks John.
#212
07/08/2006 (2:43 pm)
Ya it works now. but is anyone else getting this laggy/gigtery camera feeling when you run the water demo?
#213
07/11/2006 (12:47 am)
If i am posting it in wrong place , pls don't ignore it. is MS3.5 provide game pause ability . can any one elaborate on this topic .
thanks in advance

roshan
#214
07/12/2006 (9:59 am)
How is everyone's Framerate with this integrated into there custom codebase?
I know in a stock TSE using the Starter.fps i have no lag at all.
However once it is imported into the highly customized codebase that the project i'm on uses, i get well under 30fps, i dont have a fps measureing program at the moment, but i would geuess around 8 fps.
I'm trying to figure out if this is a problem that i have (I'm running a Pentium M 2.0ghz, with 2gb of ram and a 6600go card from Nvidia w/ 128mb ram). If somewhere we didn't merge in some optimizations, or if we broke something.

I would love to hear that others have the same problem and that optimizations are coming out that should raise my fps from 8 to 40 but somehow i fear that this is not the case?
#215
07/12/2006 (10:15 am)
Nope.. 330FPS here. :/
#216
07/12/2006 (10:31 am)
No lagging here. Frames rates are great.
#217
07/12/2006 (10:48 am)
What size terrains are you guys using? dts' ? how much video card ram ?
Could this be the i only have 128mb of ram on my video card?
Since i can't (under an NDA and i'm not a mapper myself) release the terrains/missions/.dts' that are giving me trouble what size maps are everyone using?

The one thing i can share is the video below, its shot on a single map and there are a quite a few points where you can see the base itself, or are inside of it. Is anyone using anything like that in game and if so are they still getting very high framerates?
http://vid.renwerx.com/mar06.avi
http://vid.renwerx.com/mar06.wmv
http://vid.renwerx.com/mar06.mov


My framerates out on an open terrain are also fantastic (or they were before the terrain on them became invisible due to MS3.5) , but near large objects/inside large objects like shown in the video they drop to $hit

Thanks for your help so far.
#218
07/12/2006 (12:46 pm)
It could be your 128MB video memory.

If you want to see if you're doing something crazy to DX (like thrashing video RAM), turn on the DX debug runtime, and turn up the Debug Output Level to the max. To set this, go to the Control Panel in Windows, click on the Direct X icon. Then click on the Direct 3D tab, and you'll see those options.
#219
07/12/2006 (12:48 pm)
It could be your 128MB video memory.

If you want to see if you're doing something crazy to DX (like thrashing video RAM), turn on the DX debug runtime, and turn up the Debug Output Level to the max. To set this, go to the Control Panel in Windows, click on the Direct X icon. Then click on the Direct 3D tab, and you'll see those options.
#220
07/12/2006 (3:52 pm)
Direct3D log
for those who don't download hte log file, or incase you find this thread later and its not up still, its 392,021 B, or 382 KB, 5,414 lines, and just looks like this (except <6 digit number> is actually a 6 digit number
Direct3D9: (INFO) :Removed texture with timestamp 0,<6 digit number>(current = <6 digit number>).
Direct3D9: (WARN) :Texture cache thrashing. Removing MRU texture.


OH WOW, texture thrashing like crazy?
That log is over a period of just 5 seconds

Is this something i broke? or is it on the to fix list?