Game Development Community

Black Atlas Terrains?

by Gareth Hewes · in Torque Game Engine Advanced · 02/07/2008 (9:18 am) · 3 replies

Okay, I managed to export an L3DT terrain to Atlas alright, but when I put it in the game, it is just black. I tried relighting the scene, no help. I assume it's a texture problem, is there something I missed? Do I need to export the textures separately?

#1
02/07/2008 (11:25 am)
Are you using the stock .exe or have you rebuilt the engine? Sounds like a problem I had when I rebuilt the engine using an unsupported version of the DirectX SDK. I currently use the August 2007 SDK which works fine.
#2
02/07/2008 (9:20 pm)
No, I am using the starter.fps port to TGEA. I can't remember who did it, but I know I got the link off of a forum post. There is no .chu file with the terrain, and that gives me a nagging feeling (I don't know much about it, but I seem to remember that goes with it at some point...)
#3
02/09/2008 (8:04 am)
I reread over the various docs for Atlas and found that the .chu and .tqt files don't seem to be required now, since it is ported directly to a .atlas file. Also, I tried opening it in the water_terrain_demo framework and it worked fine...apart from not being able to see a long way when I jacked the visible distance up to 10000 in the mission editor inspector, I could see long-distance fine when I closed the editor.

That makes me think it's not a problem with the terrain but rather some script that the starter.fps uses. It seems that for some reason the starter.fps scripts interfere with the proper loading of the terrain (the heightmap is complete, but the textures don't seem to load.

Any thoughts on this would be most insightful (though I think I'll just start from the water_terrain_demo base, since most of the features I planned on using didn't come directly from the starter.fps, I would have to script some myself...).