I don't quite understand how to use the L3Dt Atlas plugin
by Allen Turner · in Torque Game Engine Advanced · 04/24/2007 (7:30 am) · 2 replies
Perhaps I'm missing something. This is my first stab at creating Atlas terrains. I purchased the L3Dt Pro-Torque and have made some pretty snazzy terrains with it. However whenever I try to load the terrain by editing the simple mission file in the terrain Water Demo (swapping the blendedarctic terrian for my own ) the engine crashes to desktop with the following in the log.
Error, a DecalManager (1180880) isn't properly out of the bins!
Error, a WaterBlock (5035b60) isn't properly out of the bins!
Error, a Sky (50362c0) isn't properly out of the bins!
Error, a AtlasInstance2 (25fde20) isn't properly out of the bins!
Error, a Sky (4d30e90) isn't properly out of the bins!
Error, a WaterBlock (4fb8a00) isn't properly out of the bins!
It doesn't do this with the blendedartic terrain that is there by default. I've never experienced those errors before. A quick seach turned up some references to TGE a number of years back but nothing recent.
Can I actually use the atlas files the program spits out or do I have to build the atlas file the old fashion way?
There isn't a guide to actually using the plugin terrains that I could find anywhere. I'd appreciate anyone who could bear with my simpleness and explain to me the pipeline form L3Dt to TGEA using the plugin. I found lots on how to do it the old fashioned way but I want to use the plugin.
Thanks a bunch!
Allen T.
Error, a DecalManager (1180880) isn't properly out of the bins!
Error, a WaterBlock (5035b60) isn't properly out of the bins!
Error, a Sky (50362c0) isn't properly out of the bins!
Error, a AtlasInstance2 (25fde20) isn't properly out of the bins!
Error, a Sky (4d30e90) isn't properly out of the bins!
Error, a WaterBlock (4fb8a00) isn't properly out of the bins!
It doesn't do this with the blendedartic terrain that is there by default. I've never experienced those errors before. A quick seach turned up some references to TGE a number of years back but nothing recent.
Can I actually use the atlas files the program spits out or do I have to build the atlas file the old fashion way?
There isn't a guide to actually using the plugin terrains that I could find anywhere. I'd appreciate anyone who could bear with my simpleness and explain to me the pipeline form L3Dt to TGEA using the plugin. I found lots on how to do it the old fashioned way but I want to use the plugin.
Thanks a bunch!
Allen T.
About the author
I'm a lead designer at Wideload Games/Disney Interactive Studios and lecturer on design at DePaul University. Always looking for new ways to create play and give people a good smile. Too much anger in the world, let's create some joy.
#2
I have been trying to use the plugin for quite some time now.
I have created a map in l3dt with these parameters.
x = 32
y = 32
Height Field Resolution 1.00
This creates a map that is 2048 x 2048. or 2.0 meters x 2.0 meters.
I have tried to used the export plugin for "to Torque Atlas", but it does not seem to work.
Are you saying that you have got a Terrain to export from L3DT and it works in the TGEA.
If so could you tell me what parameters you used in the creation of your terrain.
06/04/2007 (11:04 am)
Allen,I have been trying to use the plugin for quite some time now.
I have created a map in l3dt with these parameters.
x = 32
y = 32
Height Field Resolution 1.00
This creates a map that is 2048 x 2048. or 2.0 meters x 2.0 meters.
I have tried to used the export plugin for "to Torque Atlas", but it does not seem to work.
Are you saying that you have got a Terrain to export from L3DT and it works in the TGEA.
If so could you tell me what parameters you used in the creation of your terrain.
Torque Owner Allen Turner
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