L3dt Pro Serial

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by Chris Sargent· in Torque 3D Professional· 04/10/2010 (1:48 pm) · 18 replies

Is anyone using L3DT Pro to export terrains directly to T3D? I've made some beautiful terrains but I lag to all heck in the game with just the world and Gideon. I'm thinking it has to do with the high res textures. My world size is 1028 x 1028 and horizontal set to 4.
I'm just not sure of what settings I should be using because I don't want a 1 kilometer by 1 kilometer land mass.
Thanks in advance.

L3DT 18.08 dev build 1. I've just uploaded a minor update to L3DT Professional (v18.08 dev build 1), which fixes support for very large bitmaps. Previously, L3DT has a size limit for single bitmaps of just under 4GB. I've updated the bitmap plugin to support larger bitmaps, nominally up to L3DT's map size limit of 2M x 2M pixels. Identify your MacBook Pro model. Use this information to find out which MacBook Pro you have, and where it fits in the history of MacBook Pro. Your Mac provides several tools to help you identify it. The simplest is About This Mac, available by choosing About This Mac from the Apple menu in the upper-left corner of your screen. The other is the.

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04/10/2010 (3:41 pm)
You need the version 2.8 Pro, which includes the plugin to export directly to T3D terrain format. Once you have created your terrain, you must calculate the AlphaMap, essential for export using T3D Plugin. So at this point you can simply export.
04/10/2010 (3:48 pm)
Sorry I didn't include enough information. I have 2.8 pro and I followed all the steps in the tut to export directly to T3D. I did a metrics(gfx) on my terrain and i have 226,000 for a polycount. That is just the world 1024 x 1024 nothing in it but Gideon.

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I'm trying to figure out what I need to do to reduce that which as I stated I think has to do with the high resolution textures L3DT is creating.
04/10/2010 (4:58 pm)
actually that's simply a matter of the large terrain generated :( I just generated a 4kmx4km map with mountains that maxed the export range allowed and ended up with well over 6 million polygons. The only ways you can save polygons is by reducing the map size or reducing the features on the map generally.
Now if you want to try to get more performance out of your terrain you can lower the visible distance, reduce the draw distances of shadows, and lower the detail draw ranges.
04/10/2010 (5:49 pm)
I have to admit that on a couple of the maps i made using L3DT i suddenly went from 180 fps to around 13 fps, when i dipped into wireframe mode there no longer seems to be any culling of terrain tris as there was in the early betas and the screenerror is reportedly unimplemented in the current beta.
In the end i had to resort to basic lighting setup to bypass the issue completely, i havent looked into it in any more detail as other things have stolen my time and attention, but back in earlier betas i was testing the terrain with 2048 maps and having less problems with framerate, perhaps you could bypass the L3DT exporting and do the steps manually, import the heightmap and use the alphamaps to set terrain textures (tho tbh the texturing resource by Konrad makes a better texture painter than alpha maps) and see if that actually changes anything.
I expect that the guys have something in mind here as far as optimising is concerned if theyve removed one form that was working.
OH i just remembered, the l3dt exported waterblock has its own problems... and is pretty massive, you need to change the texture from noise.dds to ripple.dds did i mention the waterblock was massive? and that it also seems to render all the time, maybe that was an issue too?
04/10/2010 (6:28 pm)
@ Bloodknight: I forgot about the waterblock issue! Definitely delete that thing right off and replace it. It accounts for easily 5 million+ polygons in the example I had above. I was wondering why the empty terrain was so heavy lately. With the waterblock replaced with a nice waterplain I see just over 1.5 million polygons now.
04/10/2010 (7:05 pm)
Thanks Aaron and Bloodknight. I'll give the suggestions a try and see how it goes.
04/15/2010 (2:17 am)
Hi Guys,
I hope I'm not too late to join this thread.
> I'm trying to figure out what I need to do to reduce that which as I
> stated I think has to do with the high resolution textures L3DT is
> creating.
Assuming that you have a modern GPU, I doubt the lag would be due to large texture sizes; it's more likely to be geometry. To reduce the triangle count, the easiest approach would be to reduce the heightmap size. Depending on implementation details in T3D with which I am not familiar, you may also get some mileage from smoothing the terrain in L3DT [this was effective with Atlas, but maybe not with T3D].
Tangentially related, I recall from another thread on this forum that it's generally not recommended to use textures in T3D that are larger than 4096x4096 pixels (see Tom's post at bottom). If you're making 1k x 1k heightmaps, you should therefore ensure that the texture resolution in L3DT is 4x or lower. Alternatively, you can reduce the heightmap size if you want higher-resolution textures.
Serial> OH i just remembered, the l3dt exported waterblock has its own
L3dt pro serial number> problems...
Ah, thanks for the feedback. It seems I'd been a bit careless in setting the 'gridElementSize' parameter in the water block. I will fix this for the next update. L3dt pro serial number
Cheers,
Aaron.
Update: I've now modified the exporter such that the water block's gridElementSize parameter is set to 10 times the terrain grid spacing, which should be a safe default value that won't hit performance too much. If you find that the water block grid is too coarse, you can easily fix it using the T3D world editor. I've also added a checkbox in the exporter to toggle water on/off entirely. The updated exporter will be included in the next developmental build of L3DT, which should be ready next week. I'll post back here when it's available for download.
04/15/2010 (7:29 am)
I did mean to post about the waterblock on the L3DT forums i just get involved at times and things slip my mind.
An alternative perhaps would be to use a waterplane instead of a waterblock, although i dont understand torques metrics counting with wateblocks, but i'm pretty sure the waterplane is significantly less expensive than waterblocks
04/15/2010 (2:48 pm)
Glad to hear about the waterblock changes Aaron :)
04/17/2010 (6:25 am)
Hi guys,
A new developmental build of L3DT for Torque with an updated T3D TER exporter is now available from the Bundysoft site. If you don't already have access to the developmental build downloads section at Bundysoft, please e-mail sales@bundysoft.com and I shall send you the appropriate links and download instructions.
@Bloodknight: Thanks for the tip. I'll look into swapping the water block for a plane in the next release.
Best regards,
Aaron.
04/17/2010 (10:56 am)
Thanks Aaron!
04/17/2010 (11:14 am)
Aaron,
That new build works perfectly. I just generated a terrain similar to the one that was giving me such low fps and i'm at 111 fps with the new build. Thanks you much for your work!
04/26/2010 (1:14 pm)
Aaron,
I really like working with L3DT. I recently started testing T3D's limitations with multiple terrain blocks and found myself trying to manually export the tiles of a mosaic map to get a complete terrain made up of multiple terrain blocks. What I was aiming to test is loading and unloading terrain blocks based on need. I found myself wishing that the T3D exporter could export mosaic maps as individual terrain blocks. Doesn't even matter if it can arrange them properly in the .mis file.
This would be useful even if you aren't trying to use multiple terrain blocks. It would allow you to have terrains in multiple missions that have matching edges. Even if there's a load screen, it can break immersion further if the terrains are vastly differing at the 'transition' point.
04/26/2010 (4:17 pm)
Pro you can manually export any of the layers as a sliced up image.
for example, you can export your 4096x4096 heightmap into 64 512x512 heightmap 'tiles' and manually import them.
i tried this on a smaller scale in beta but it all went horribly badly for me
04/26/2010 (5:39 pm)
No offense, but if you read my post, you'll see that I found myself doing that already. The exporter writes the terrain block directly bypassing the need to figure out the heighest and lowest elevation manually and the issues with setting the same elevation range for each block in a terrain that has high mountains or low valleys. You'd need to know the relative for each tile which L3DT does not give as readily as it does for the whole image put together.
04/27/2010 (6:20 am)
Hi Jason,
I don't think there will be and problems in making the exporter split the map into multiple TER files for T3D. I'll have a look at this presently, and post back here when it's ready for testing.
Cheers,
Aaron.
PS: The multi-TER exporter will refrain from writing a mission file until such time as T3D supports MegaTerrain for TER v7. In the mean time, you'll have to construct the mission file yourself. Serial
04/27/2010 (6:07 pm)
Quote:
PS: The multi-TER exporter will refrain from writing a mission file until such time as T3D supports MegaTerrain for TER v7. In the mean time, you'll have to construct the mission file yourself.
That's quite alright. I don't mind assembling things in T3D, it's mainly the terrain height range that is an issue when manually doing the individual image exports and import into T3D that is a pain. That and the time versus using a purpose built exporter.
Thanks for looking into it. As I mentioned in my previous post, I'll find it useful whether I can get T3D to be happy with multiple terrain blocks or I use a single block at a time with edges that at least match up. The only difference will come down to how I design the terrains (ie. making sure features are well away from edges if using only 1 block at a time).
04/28/2010 (3:39 pm)
Hi Jason,
I've uploaded a new developmental build of L3DT for Torque (v2.8 build 24) that includes an updated TER plugin that can export tiled sets of TER files for T3D. The new menu option is 'File->Export->Torque 3D->BETA TEST->Export Torque MegaTerrain (v7)'.

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Please let me know if you find any problems with this (experimental) export option, or if you would like any other changes made.
Best regards, and good luck!
Aaron.
PS: If you (or other interested readers) do not already have access to the developmental builds page for L3DT for Torque at Bundysoft, please e-mail sales@bundysoft.com to receive the relevant download links and instructions.
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