Game Development Community

L3DT Atlas plugin binary

by Jeremiah Fulbright · in Torque Game Engine Advanced · 02/23/2007 (5:52 pm) · 15 replies

It seems people were having issues with getting the L3DT Atlas Plugin to compile, so I spent a few minutes and got it all up and running.

While the plugin is pretty neat, all of the GUI options that L3DT present when using it, are apparently part of L3DT and not controllable by the plugin...

In any case!

www.renwerx.com/l3dt_atlas10.zip

This was compiled against TGEA 1.0 with VS 2005 SP1, but I have tested it and it does work fine.

#1
02/23/2007 (7:18 pm)
Thanks your a champ! :-)
#2
02/24/2007 (5:57 am)
Thank you very much.
works more or less.
There are some issues on the TGEA side I need to figure out (like not using the highest detail version of a texture which seems to have a deeper error as reason because the foliage replicator does not spawn on the chunk as well. But definitely easier than the in-TGEA conversion :)
#3
02/24/2007 (6:57 am)
Got this wile trying to export:

zeofunc_file_export_atlasHelper error:
- call to export function failed

CZeoFunc::CallFunction error:
- The function 'atlasEx' in the plugin 'L3DT-CORE' returned an error.

now i got the 2.5 standard version ...duno if that got anything to do whit it
#4
02/24/2007 (10:58 am)
Thats because the free version of 2.5 is Beta5 which is older than RC1 which is needed for the plugin.

Only L3DT Pro owners can use it at the moment (and it only makes sense for them to use it at all, because you can only have texture sizes of 2048x2048 which is far far below what you will need for Atlas2 texturing ... at least out of my sight. for a 2048x2048 heightmap you need at least 8192x8192 even better 16k x 16k or larger texture map)
#5
02/24/2007 (11:10 am)
The texture mapping as a whole seems better with the plugin actually..

I did an 8192x8192 (2km resolution, so 16km detail) with a 8192x8192 texture and it turned out really well compared to normal procedures... but we won't be using much that high as it came out to 267mb or so, and thats not feasible for our project.

We haven't tried the lower res heightmaps just yet, but based on what I've seen it should turn out well.

As for foliage replicator, haven't tried on the terrain just yet, but not sure why there would be an issue with tree depth and highest detail version of a texture, as atlas has always used the 2nd mipmap of a source texture to setup the tiles, etc.
#6
02/24/2007 (10:09 pm)
BundySoft to the rescue.

The goal seems to be one click blended Atlas terrains. I'm just giddy. :)
#7
03/23/2007 (11:50 am)
Wow - so directly "save as atlas files"? It's crossed my mind to build a totally standalone atlas terrain compiler. Real pain in the butt to make files in the game, especially when it's crashing frequently.
#8
03/23/2007 (2:21 pm)
It works great. Huge improvement.
#9
03/29/2007 (11:16 am)
I used to set the Heightfield resoultion to 0.50 m for my design map, the reason is to get more detail texture.

After I set the heightmap size to 16384 x 16384 pixels (256 Mpxls) (8.2 x 8.2 kilometres) , and also use the disk-drive paging option, everything seems ok for creating all the required maps. But when exporting the atlas2 file use the plugin, the L3DT report a error message and crash after that.

I try a lower resoultion and it seems export ok again, so anyone got the same problem before?
#10
03/31/2007 (7:47 pm)
Not really ... but what I get is that I can not export twice per session. Seems like at least one of the export methods locks itself after the first usage and enforces a L3DT restart.
#11
04/05/2007 (11:20 am)
@Jeremiah

I still have problem compile the plugin, just wondering if you got the new 1.01 version?

Or would you mind post the way how to compile it?

Steven
#12
04/05/2007 (1:49 pm)
I haven't looked at 1.01 yet, as I figure 1.02 is just around the corner for constructor stuff, so no reason to have to "merge" in changes twice...

If you post what the errors or such are when compiling, I can try to offer some assistance
#13
04/05/2007 (6:51 pm)
One problem is that anyone with the express edition of VC8 can't compile it at all due to it using MFC. If they have the pro version it should compile fine.
#14
04/05/2007 (11:39 pm)
When linking the plugin, I got the following error messages:

nafxcwd.lib(arcobj.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)
nafxcwd.lib(array_s.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)
nafxcwd.lib(map_sp.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)
nafxcwd.lib(map_so.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)
nafxcwd.lib(map_ss.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)
nafxcwd.lib(winfrm.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)
nafxcwd.lib(oledisp2.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)
nafxcwd.lib(winctrl3.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)
nafxcwd.lib(oledisp1.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)
atlsd.lib(Allocate.obj) : error LNK2005: "void * __cdecl operator new(unsigned int,void *)" (??2@YAPAXIPAX@Z) already defined in engine_DEBUG.lib(winMemory.obj)

Steven
#15
08/01/2007 (8:55 am)
Steven, to fix this you need to disable the Torque Memory Manager and re-compile the TGEA Lib.