I have made the lighting possible, but i am still finding a way to efficiently render all the lights on the map at once (so you can zoom out etc...) altough i have few ideas already, but i havent really worked on it further yet. I will do this after i make the map editable.Lantyz wrote:I'm also looking forward to see maps in dusk mode in your editor. Any news on this?
Epic GTA2 Map Editor (0.6.6602) Beta
Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Looks good.
For rotating objects I suggest using the "," and "." keys (also shares the < and > keys) and/or using Ctrl+Mouse Wheel. Don't mind which way it rotates depending on which way you press the buttons (clockwise/anti-clockwise).
I'll find this useful for pre-scripted objects for fine tuning them, although I'm wondering what the object placement will be like in inserting code. Everyone has their own way of adding numbers to multiple objects such as: guard_1, guard01, guard_01 and so on (I personally use the one like "guard01"). Might be useful at times when you forget something (although there are loads of objects/weapons/cars/generators etc) but could also mean re-organising the MIS code a lot. We shall see.
For rotating objects I suggest using the "," and "." keys (also shares the < and > keys) and/or using Ctrl+Mouse Wheel. Don't mind which way it rotates depending on which way you press the buttons (clockwise/anti-clockwise).
I'll find this useful for pre-scripted objects for fine tuning them, although I'm wondering what the object placement will be like in inserting code. Everyone has their own way of adding numbers to multiple objects such as: guard_1, guard01, guard_01 and so on (I personally use the one like "guard01"). Might be useful at times when you forget something (although there are loads of objects/weapons/cars/generators etc) but could also mean re-organising the MIS code a lot. We shall see.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Hmm, i think the keyboard layout becomes a problem here, since i get > and < from same button with shift combined, and "," "." arer at the right side of keyboard ,which is insanely annoying. ATM the keys for rotation are "Q" and "E" so i dont have to swich my arms positions at all when editing.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
My suggestion for development targets:
first implement things that are not possible with the dma editor and mean much work with usual tools.
Eg:
-placing objects, cars, player start positions, weapons, collision info for shrink-slopes.
it would be best if that could be written into a .mis file in a special area that is marked eg by //<? & //?>
it would be cool too if it could be able to generate a simple .mis (&compile if that could be done automatically) file with everything necessary to test a level.
-Options to choose how to copy coordinates:
XXX.xx, YYY.yy, Z.00 <- default atm
XXX.0/5, YYY.0/5, Z.00
XXX.xx, YYY.yy
XXX.0/5, YYY.0/5
first implement things that are not possible with the dma editor and mean much work with usual tools.
Eg:
-placing objects, cars, player start positions, weapons, collision info for shrink-slopes.
it would be best if that could be written into a .mis file in a special area that is marked eg by //<? & //?>
it would be cool too if it could be able to generate a simple .mis (&compile if that could be done automatically) file with everything necessary to test a level.
-Options to choose how to copy coordinates:
XXX.xx, YYY.yy, Z.00 <- default atm
XXX.0/5, YYY.0/5, Z.00
XXX.xx, YYY.yy
XXX.0/5, YYY.0/5
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
What is that?elypter wrote:collision info for shrink-slopes.
Why special area? I am writing it in the place you choose, so you can adjust your scripts easily by selecting that line of the code you want to place the objects. And if you copy an object, it will write the code under that line where you copied it.elypter wrote:it would be best if that could be written into a .mis file in a special area that is marked eg by //<? & //?>
On my todo list, but i will make it use pre-compiled .scr file which i only modify the player start positions, so you could quickly just test any map you want and choose where you will spawn. I am going to make the compiler directly in the editor too, so after you modified the script by mouse, you can compile it into .screlypter wrote:it would be cool too if it could be able to generate a simple .mis (&compile if that could be done automatically) file with everything necessary to test a level.
The coordinate picker becomes kinda obsolete after the objects are movable by mouse, but i guess i could add some coordinate options in the menu.elypter wrote:-Options to choose how to copy coordinates:
XXX.xx, YYY.yy, Z.00 <- default atm
XXX.0/5, YYY.0/5, Z.00
XXX.xx, YYY.yy
XXX.0/5, YYY.0/5
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
i mean those half or quarter sized blocks used for walls and chimneys.TradeMark wrote:What is that?elypter wrote:collision info for shrink-slopes.
I thought of it as an area where the editor can do the formating automatically to save work. If the editor has complete free hand over the formating(in that area) this open the door for features like: categorize & sort by name/type/location/...TradeMark wrote:Why special area? I am writing it in the place you choose, so you can adjust your scripts easily by selecting that line of the code you want to place the objects. And if you copy an object, it will write the code under that line where you copied it.elypter wrote:it would be best if that could be written into a .mis file in a special area that is marked eg by //<? & //?>
That would be rather a luxury feature. I just thought it would be easier to implement it this way(eg: for creating completely new objects).
thats a nice way. saves a lot of time if you don't have to travel/rewrite the script.TradeMark wrote:On my todo list, but i will make it use pre-compiled .scr file which i only modify the player start positions, so you could quickly just test any map you want and choose where you will spawn. I am going to make the compiler directly in the editor too, so after you modified the script by mouse, you can compile it into .screlypter wrote:it would be cool too if it could be able to generate a simple .mis (&compile if that could be done automatically) file with everything necessary to test a level.
it's meant for the rest of the scripting stuff, but you're right, it won't be used that often then anymore.TradeMark wrote:The coordinate picker becomes kinda obsolete after the objects are movable by mouse, but i guess i could add some coordinate options in the menu.elypter wrote:-Options to choose how to copy coordinates:
XXX.xx, YYY.yy, Z.00 <- default atm
XXX.0/5, YYY.0/5, Z.00
XXX.xx, YYY.yy
XXX.0/5, YYY.0/5
yur sa'nok ngeyä
Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Ah, yeah i will make the collision info (textures) correct in this editor.elypter wrote:i mean those half or quarter sized blocks used for walls and chimneys.
Im not quite sure what is the purpose of this sorting, you want to see for example all generators in one list? or all cars etc.. Yeah, can be done without need to save the script in different format.elypter wrote:I thought of it as an area where the editor can do the formating automatically to save work. If the editor has complete free hand over the formating(in that area) this open the door for features like: categorize & sort by name/type/location/...
The objects will be grouped automatically if you copy the objects, since it places it under the line where it was copied from, and you can always select where in the code you place your object (actually you must select it)
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
i got another one. I guess it is already on your list in some form but ill post my suggested approach anyway:
autogenerating preview & minimap images by commandline:
-I suggest to read & write the area of the actual map that you can choose with the map image crop tool from & to the .mmp file. This way the map creator can set the area and someone who wants to get an image just needs to run an autmated commandline.
-An option to display weapons in default rotation, fixed size(independent from camera hight) and always on top (so that it is visible when it is under a bridge)
-An option that writes the map name & creator on the map image. (With additional .mmp entry for the position on the image)
autogenerating preview & minimap images by commandline:
-I suggest to read & write the area of the actual map that you can choose with the map image crop tool from & to the .mmp file. This way the map creator can set the area and someone who wants to get an image just needs to run an autmated commandline.
-An option to display weapons in default rotation, fixed size(independent from camera hight) and always on top (so that it is visible when it is under a bridge)
-An option that writes the map name & creator on the map image. (With additional .mmp entry for the position on the image)
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Hmm, i read this twice now, first i thought its a good idea, but now im starting to think its quite useless to include in mmp file, since every map update you always include the map image file anyways, so the user doesnt need to generate the image on his own. I have plan to add extra info in the GMP file: map size/position, creator info/date/version/url etc. These will be saved in extra chunk, so every time you open the GMP file in my editor, my editor will read those infos, and it wont break any other program, for example DMA editor will be able to read the map and edit the map without losing the info my editor added.elypter wrote:autogenerating preview & minimap images by commandline:
-I suggest to read & write the area of the actual map that you can choose with the map image crop tool from & to the .mmp file. This way the map creator can set the area and someone who wants to get an image just needs to run an autmated commandline.
There is a setting that is default on which already displays weapons in 90 degree angle by default.elypter wrote:-An option to display weapons in default rotation
Fixed size objects wouldnt be useful to make at all, i had it on my plans before, but trashed it since its useless with the objects scale option.elypter wrote:fixed size(independent from camera hight)
All objects are always on top by default, except if you use 3d render mode. Map images are saved in 2d render mode, so the objects will always be shown from underground places as well. You can quickly switch to 2d mode(s) by pressing "numpad 0" button. Hmm, this gave me idea of whats been annoying me for a while; switching between 3 render modes: i will now remove the other 2d render mode and make menu option which 2d render mode the user wants to use. (the minimap 2d mode is for crappy computers).elypter wrote:always on top (so that it is visible when it is under a bridge)
Could be done i guess. Using GTA2 font? I dont know how to render TTF fonts on a bitmap yet.elypter wrote:-An option that writes the map name & creator on the map image.
I dont think MMP entry is needed for this, you generate the map image only once in each map version, and you always include the map image with the map, so why would i need to write it in MMP? I can make specific editor setting files for each map for these kind of things.elypter wrote:(With additional .mmp entry for the position on the image)
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
I need complete list of invisible objects, i only know TUNNEL_BLOCKER for now, anyone care to help?
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
INVISIBLE_DESTRUCTIBLE
INVISIBLE_TARGET
TUNNEL_BLOCKER
INVISIBLE_DEAD
INVISIBLE_TARGET
TUNNEL_BLOCKER
INVISIBLE_DEAD
You just lost the game.
Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Is that all? what was the object name for the chimneys?
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Coolio, now you can display those invisible objects in my editor too
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
I found one more: CAR_CROSSING
here is how they look like:
From left to right:
TOWER
INVISIBLE_DESTRUCTIBLE
INVISIBLE_DEAD (useless, yeh)
INVISIBLE_TARGET
TUNNEL_BLOCKER
CAR_CROSSING
Not sure about the INVISIBLE_DESTRUCTIBLE size yet...
here is how they look like:
From left to right:
TOWER
INVISIBLE_DESTRUCTIBLE
INVISIBLE_DEAD (useless, yeh)
INVISIBLE_TARGET
TUNNEL_BLOCKER
CAR_CROSSING
Not sure about the INVISIBLE_DESTRUCTIBLE size yet...
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Hmm, i read this twice now, first i thought its a good idea, but now im starting to think its quite useless to include in mmp file, since every map update you always include the map image file anyways, so the user doesnt need to generate the image on his own. I have plan to add extra info in the GMP file: map size/position, creator info/date/version/url etc. These will be saved in extra chunk, so every time you open the GMP file in my editor, my editor will read those infos, and it wont break any other program, for example DMA editor will be able to read the map and edit the map without losing the info my editor added.TradeMark wrote:[quote="elypter"]autogenerating preview & minimap images by commandline:
-I suggest to read & write the area of the actual map that you can choose with the map image crop tool from & to the .mmp file. This way the map creator can set the area and someone who wants to get an image just needs to run an autmated commandline.
There is a setting that is default on which already displays weapons in 90 degree angle by default.elypter wrote:-An option to display weapons in default rotation
Fixed size objects wouldnt be useful to make at all, i had it on my plans before, but trashed it since its useless with the objects scale option.elypter wrote:fixed size(independent from camera hight)
All objects are always on top by default, except if you use 3d render mode. Map images are saved in 2d render mode, so the objects will always be shown from underground places as well. You can quickly switch to 2d mode(s) by pressing "numpad 0" button. Hmm, this gave me idea of whats been annoying me for a while; switching between 3 render modes: i will now remove the other 2d render mode and make menu option which 2d render mode the user wants to use. (the minimap 2d mode is for crappy computers).elypter wrote:always on top (so that it is visible when it is under a bridge)
Could be done i guess. Using GTA2 font? I dont know how to render TTF fonts on a bitmap yet.elypter wrote:-An option that writes the map name & creator on the map image.
I dont think MMP entry is needed for this, you generate the map image only once in each map version, and you always include the map image with the map, so why would i need to write it in MMP? I can make specific editor setting files for each map for these kind of things.[/spoiler][/quote]elypter wrote:(With additional .mmp entry for the position on the image)
I thought it could be used for autogenerating images for gh, map pages, or else.
already suggested, i know. http://gtamp.com/forum/viewtopic.php?p=1775#p1775
BTW: only a suggestion, im not demanding anything
------------------------------------------------------------------------------
Bug:
for every map i am working on i have a seperate small gta installation folder to to able to find and pack files more easily. It would be good if the file open dialog would remember the folder and the file type. But real the bug is, that even when i change the folder and open the mmp in my edit gta folder it opens the the script from the play gta folder
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Whats wrong with minimap commandline generation? And how would it work with maps that havent added this data of screenshot position etc?elypter wrote:I thought it could be used for autogenerating images for gh, map pages, or else.
already suggested, i know. http://gtamp.com/forum/viewtopic.php?p=1775#p1775
Good idea, i will make it remember the previous filetype and folder, hmm... although, sometimes this can be annoying... Maybe i am able to add some button to open the GH folder quickly, meanwhile i will only include filetype recall.elypter wrote:Bug:
for every map i am working on i have a seperate small gta installation folder to to able to find and pack files more easily. It would be good if the file open dialog would remember the folder and the file type.
Hmm... should not happen, i will check this out.elypter wrote:But real the bug is, that even when i change the folder and open the mmp in my edit gta folder it opens the the script from the play gta folder
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
thats true, it would only work for those where this information is present. But a modified mmp would be easier to share & update. maybe even over gh without the need of file sending. This information might also be useful for other cases: eg showing map size in gh.TradeMark wrote:Whats wrong with minimap commandline generation? And how would it work with maps that havent added this data of screenshot position etc?elypter wrote:I thought it could be used for autogenerating images for gh, map pages, or else.
already suggested, i know. http://gtamp.com/forum/viewtopic.php?p=1775#p1775
About Minimap: i used it in editor, not via commandline. the map cropping tool doesn't have an effect. I don't know if im doing something wrong or if isnt implemented yet. The fixed sizes are also a bit annoying. Besides that i dont see weapons or cars on it.
What i was looking for: 2d or 3d rendermode screenshot that covers the area that is written down in a mmp and modifyable by the cropping tool. This triggered by commandline of this style: mapeditor.exe PREVIEW .mmp-path fixed-image-width.
Others might have different preferences but i hope this helps to clarify what i was thinking of.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Minimap cannot be cropped, only "Map images", file -> save image -> map image -> ...elypter wrote:About Minimap: i used it in editor, not via commandline. the map cropping tool doesn't have an effect. I don't know if im doing something wrong or if isnt implemented yet. The fixed sizes are also a bit annoying. Besides that i dont see weapons or cars on it.
Seeing weapons or cars on such a small image is useless since they will be only 1-2 pixels big.
3d rendermode screenshot cannot be done (if its larger than your screen), at least i dont know how.elypter wrote:What i was looking for: 2d or 3d rendermode
I still really dont understand the point of this...elypter wrote:screenshot that covers the area that is written down in a mmp and modifyable by the cropping tool. This triggered by commandline of this style: mapeditor.exe PREVIEW .mmp-path fixed-image-width.
Others might have different preferences but i hope this helps to clarify what i was thinking of.
If you think it makes it easier for map makers to update their maps, there you are correct, but we dont need this to be automated on the client side (means we dont need to add the info in every MMP file)...
However, I can add some button that will execute every function you need to release the map, for example save minimap, map image with objects cropped from specific area + author text on the image. Is this what you were thinking? This would make it indeed easier to release a map when you dont have to repeat those steps on every update... But generating new images for all users separately is just insane waste of time when you can just include the images in the zip yourself.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a
Well said.TradeMark wrote:But generating new images for all users separately is just insane waste of time when you can just include the images in the zip yourself.
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