Atlas2 Jpg Texture generation
by Bobby Leighton · in Torque Game Engine Advanced · 07/15/2007 (3:38 pm) · 4 replies
I have had no problem getting geometry converted from a heightmap to a .ATLAS file, however getting a large Jpeg is a pain. I searched the forums and i see the fix in the post that Ben G. made, but a cant figure out where it goes. If Ben is listening, or anyone else that knows this problem can you let me know what code goes on which line. I dont mind blended terrain, but I feel i can get better texture resolution without having to add a detail texture. And having this fixed before the next release would be awesome, because I have no idea when the next one is;)
Thank you in advance for any help that you all could lend:)
Bobby
Thank you in advance for any help that you all could lend:)
Bobby
#2
07/20/2007 (10:48 pm)
I cant get the function that makes a large jpg into an atlas file, and i read in a post about a fix, but i cant seem to figure out where it goes, and since the post was so old i didn't think anyone was watching it anymore and i really needed to find out where to put the listed code so i can get it working:)
#3
The long answer is:
In the thread - http://www.garagegames.com/mg/forums/result.thread.php?qt=61367
The code that starts with "// Copy from the JPEG working space....... is in the file atlas\editor\atlasImportLargeImage.cpp about line 283.
The code that starts with "AtlasTexChunk *AtlasTexChunk::generateCopy(S32 reformat)" is in the file atlas\editor\atlasImportTiles.cpp about line 210.
And the code that starts with "dSprintf(buff, 512, tileMask, imgX, imgY);" is in the file atlas\editor\atlasImportTiles.cpp about line 80.
The short answer is that if you hit Ctlr-Shift-F inside Visual Studio, it allows you to search for a string in all the files in the currently loaded solution. Just search for each of these strings and you will be returned links to the source files containing those strings.
07/23/2007 (12:32 pm)
Bobby,The long answer is:
In the thread - http://www.garagegames.com/mg/forums/result.thread.php?qt=61367
The code that starts with "// Copy from the JPEG working space....... is in the file atlas\editor\atlasImportLargeImage.cpp about line 283.
The code that starts with "AtlasTexChunk *AtlasTexChunk::generateCopy(S32 reformat)" is in the file atlas\editor\atlasImportTiles.cpp about line 210.
And the code that starts with "dSprintf(buff, 512, tileMask, imgX, imgY);" is in the file atlas\editor\atlasImportTiles.cpp about line 80.
The short answer is that if you hit Ctlr-Shift-F inside Visual Studio, it allows you to search for a string in all the files in the currently loaded solution. Just search for each of these strings and you will be returned links to the source files containing those strings.
#4
thanks again,
Bobby:)
07/24/2007 (10:46 am)
You are awesome!! I have been patiently haunting this forum seeing if anyone had time to answer this, thank you:) Now i can get back to work!!thanks again,
Bobby:)
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