Atlas functions not found (1.8.1)
by Eric Thomas Patton · in Torque Game Engine Advanced · 06/11/2009 (12:14 am) · 29 replies
im using 1.8.1 and i'm aware that there are issues, but i couldn't find any threads on this one. I went into the project.conf file and un-commented the includeModule for atlas and then ran the generateProjects.bat like i read in another thread.
when i attempt to use any atlas command, it tells me "Unable to find function 'whatever the function is'."
like when i try to use the atlasOldGenerateChunkFileFromRaw16() function it can't seem to find it.
i'm really sorry if there has already been a thread about this, but I have been tinkering with it the entire day and have looked all over the place for an answer that is already there for this, but it just ended in frustration.
is there something else i'm supposed to do to get this to work? i purchased L3DT Pro and was rather excited to use it with the atlas2 plugin, but can't get atlas to do anything to try it out =/
i appreciate any help on this, thanks!
Eric
when i attempt to use any atlas command, it tells me "Unable to find function 'whatever the function is'."
like when i try to use the atlasOldGenerateChunkFileFromRaw16() function it can't seem to find it.
i'm really sorry if there has already been a thread about this, but I have been tinkering with it the entire day and have looked all over the place for an answer that is already there for this, but it just ended in frustration.
is there something else i'm supposed to do to get this to work? i purchased L3DT Pro and was rather excited to use it with the atlas2 plugin, but can't get atlas to do anything to try it out =/
i appreciate any help on this, thanks!
Eric
#22
In the editor: kill the TerrainBlock object (that's legacy terrain, not Atlas), go to World Editor Creator (F4) and select Mission Objects >> Environment >> Atlas. Then give the instance a name and select your Atlas file. Voila :)
06/11/2009 (7:58 pm)
In the editor: kill the TerrainBlock object (that's legacy terrain, not Atlas), go to World Editor Creator (F4) and select Mission Objects >> Environment >> Atlas. Then give the instance a name and select your Atlas file. Voila :)
#23
06/11/2009 (8:25 pm)
thanks so much! it did use my atlas terrain, but for some reason it didn't apply the texture to it. i'm just getting black ground and can't even use the terrain painter to add anything to it
#24
Are there any errors in the console log (tilde key to lower)?
The texture painter is for legacy terrain only. Atlas terrain cannot be edited from within the game.
06/11/2009 (8:57 pm)
Are there any errors in the console log (tilde key to lower)?
The texture painter is for legacy terrain only. Atlas terrain cannot be edited from within the game.
#25
Allocating a 512 px clipmap for a 4096px source texture.
- 3 base clipstack entries, + 1 cap.
- Using approximately 5.320000MB of texture memory.
AtlasInstance2::onAdd - took 577 ms to fill clipmap with texture data.
AtlasInstance2::onAdd - could not load detail map; disabling detail mapping
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
Ghost Always objects received.
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
*** Phase 3: Mission Lighting
Alternate lightmaps are only supported for blended terrains!
Mission lighting done
*** Initial Control Object
MissionAreaEditor::onWake: no TerrainBlock object.
Set::remove: Object "2598" does not exist in set
Set::remove: Object "2602" does not exist in set
i'v triple checked the texture file i'm using and it does indeed have texture on it and not black. do you think this has anything to do with my using atlasGenerateTextureTOCFromLargeJPEG instead of atlasGenerateTextureTOCFromTiles?
it wanted me to use atlasGenerateTextureTOCFromTiles in the script originally, but it crashed the game when i tried to execute it. i did export the texture file as a jpg like it said to do so the atlasGenerateTextureTOCFromLargeJPEG should have worked for the texture part of the atlas file i would think
06/11/2009 (9:18 pm)
yeah i kind of figured the whole point of atlas was to do the terrain in another program and not have to mess with it in the editor. my console log says this for the atlas part:Allocating a 512 px clipmap for a 4096px source texture.
- 3 base clipstack entries, + 1 cap.
- Using approximately 5.320000MB of texture memory.
AtlasInstance2::onAdd - took 577 ms to fill clipmap with texture data.
AtlasInstance2::onAdd - could not load detail map; disabling detail mapping
AtlasInstanceGeomTOC::loadCollisionLeafChunks - Loading leaf collision chunks...
AtlasInstanceGeomTOC::loadCollisionLeafChunks - DONE.
Ghost Always objects received.
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
*** Phase 3: Mission Lighting
Alternate lightmaps are only supported for blended terrains!
Mission lighting done
*** Initial Control Object
MissionAreaEditor::onWake: no TerrainBlock object.
Set::remove: Object "2598" does not exist in set
Set::remove: Object "2602" does not exist in set
i'v triple checked the texture file i'm using and it does indeed have texture on it and not black. do you think this has anything to do with my using atlasGenerateTextureTOCFromLargeJPEG instead of atlasGenerateTextureTOCFromTiles?
it wanted me to use atlasGenerateTextureTOCFromTiles in the script originally, but it crashed the game when i tried to execute it. i did export the texture file as a jpg like it said to do so the atlasGenerateTextureTOCFromLargeJPEG should have worked for the texture part of the atlas file i would think
#26
The tiled texture creation code should be fine.
06/11/2009 (10:00 pm)
Hmm, not sure about the black terrain. Not that I haven't seen such a thing with Atlas, but can't at the moment recall some specific reason. Maybe the clipmap screwing up again. Toggle the editor. Try stuff. Freak out :)The tiled texture creation code should be fine.
#27
06/11/2009 (10:10 pm)
haha yeah i'm just going to give it a break for tonight and try a bunch of stuff tomorrow like making a new map and loading it to see if it does the same thing. it might just be some random anomaly, who knows.
#28
TGEA 1.8.0 BUG Atlas Terrain failed wrtiting bitmap
The fix is on the second page.
06/12/2009 (3:10 am)
To fix the problem with atlasGenerateTextureTOCFromTiles you will need to apply the fix I posted in my original response to your thread.TGEA 1.8.0 BUG Atlas Terrain failed wrtiting bitmap
The fix is on the second page.
#29
06/12/2009 (8:20 am)
ahhh thanks bill!
Torque 3D Owner Eric Thomas Patton
new TerrainBlock(terrain) { canSaveDynamicFields = "1"; Enabled = "1"; position = "-1024 -1024 0"; rotation = "1 0 0 0"; scale = "1 1 1"; detailTexture = "scriptsAndAssets/data/terrains/details/detail1"; terrainFile = "scriptsAndAssets/data/missions/village1_0.ter"; squareSize = "8"; tile = "0"; detailDistance = "25"; detailScale = "256"; detailBrightness = "1"; texelsPerMeter = "8"; clipMapSizeLog2 = "10"; bumpOffset = "0.01"; bumpScale = "1"; TypeBool locked = "true"; zeroBumpScale = "8"; };is there something i should do within the terrain editor that converts it to an atlas terrain that i can replace with mine?