Yeah, later, now im focusing on .mis file.BenMillard wrote:(EDIT) Can you render Dusk mode?
Epic GTA2 Map Editor (0.6.6602) Beta
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Even if they aren't editable, showing the position and rotation of objects by taking the corresponding sprite from the .sty would be great for making mini-maps. No need for any of it to be editable at this stage, just getting it to display nicely would be super useful.
Then we could make our own high-quality map images, with weapon locations and stuff, like the ones Kamil does. And we could update them ourselves when we release new versions.
For example, DeCon Labs has:
Here's the map Kamil did, probably adding the objects after Export from the .sty and Paste into a graphics program. (It's hosted by gtamp.com so I linked to it directly.)

(EDIT) You could probably talk to Delfi/JernejL about .mis processing, since he made GTA2 mis PAD. It does syntax highlighting and integrates with the DMA compiler.
Then we could make our own high-quality map images, with weapon locations and stuff, like the ones Kamil does. And we could update them ourselves when we release new versions.
For example, DeCon Labs has:
- 9 weapons (GENERATOR ... collect_xx)
- 3 powerups (GENERATOR ... collect_xx)
- 3 tanks (PARKED_CAR_DATA ... TANK)
- 3 power units (OBJ_DATA ... powergen).
- 2 concrete barriers (OBJ_DATA ... bollard).
- 3 ambient sounds (SOUND ... generator_rumble play_forever).
- 3 event-triggered sounds (SOUND sound_name is declared, then after LEVELSTART a command sets sound_name = CREATE_SOUND ... GARAGE_OPEN PLAY_INSTANT).
Here's the map Kamil did, probably adding the objects after Export from the .sty and Paste into a graphics program. (It's hosted by gtamp.com so I linked to it directly.)

(EDIT) You could probably talk to Delfi/JernejL about .mis processing, since he made GTA2 mis PAD. It does syntax highlighting and integrates with the DMA compiler.
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Yeah, i already made the mis parser and successfully made all the objects visible in the maps, but they dont have correct icons yet, its a lot of work to go trough 2000 sprites and create animation data from them and link them to script function values.
However, the minimap saving with such icons you showed will be done after i can see all the objects in the maps like they are seen in game.
I will make a release when the mis parsing is complete and it shows the objects in the maps correctly, then i make them editable and release another version.
I need to think about how sounds would be visible in the editor... since they are probably under ground, its a bit trickier to show/edit them...
However, the minimap saving with such icons you showed will be done after i can see all the objects in the maps like they are seen in game.
I will make a release when the mis parsing is complete and it shows the objects in the maps correctly, then i make them editable and release another version.
I need to think about how sounds would be visible in the editor... since they are probably under ground, its a bit trickier to show/edit them...
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
just extract them from sty and add to data folder 

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
thats actually harder than what im doing now 

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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
There's no need for them to be animated. In fact, that would be a super annoying distraction.
Also, you should start with the .mis constants and map those to sprites. Starting with the sprites will lead to a lot of dead ends, since there are many sprites you can't create as objects in the scripts.
I take it the mapping from .mis constants is hardcoded, so you have to reverse engineer it through trial-and-improvement? Or is there a lookup table in the .sty format you could read automatically? If it's hardcoded then I hope the sprite index for each constant is the same in different .sty files!
A lot of the scripting constants are documented in GTA2 scripting guides. Although they don't give the .sty sprite index, they do show you which graphic to look for manually.
From the scripts I've seen, sounds are either placed high above the ground or on the ground. You could interpret the Z coordinate of sounds as though it was a regular object at 255.0, so it appears on the topmost solid level at that point. Sounds inside doorways would then look like they are on rooves, though.
Also, you should start with the .mis constants and map those to sprites. Starting with the sprites will lead to a lot of dead ends, since there are many sprites you can't create as objects in the scripts.
I take it the mapping from .mis constants is hardcoded, so you have to reverse engineer it through trial-and-improvement? Or is there a lookup table in the .sty format you could read automatically? If it's hardcoded then I hope the sprite index for each constant is the same in different .sty files!
A lot of the scripting constants are documented in GTA2 scripting guides. Although they don't give the .sty sprite index, they do show you which graphic to look for manually.
From the scripts I've seen, sounds are either placed high above the ground or on the ground. You could interpret the Z coordinate of sounds as though it was a regular object at 255.0, so it appears on the topmost solid level at that point. Sounds inside doorways would then look like they are on rooves, though.
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
The objects/cars rendering is finished now, i even added the tanks/jeeps/firetrucks turrets and "TVVAN" antenna
and yeah weapons/powerups are animated, plus some misc like PHONE_RINGING is animated.
Remap palets arent supported yet, so everything appears as the remap zero palet. if you want to help me, i would like to know the sprite ID for the POWERGEN object flashing light, its so small i havent found it yet, i guess its not even in the sprites at all, maybe hardcoded, dunno.
I will release tomorrow when i have fixed some other stuff as well.
The minimap weapon sprite generation thing is coming later (that where weapons would be shown as the weapon in top right corner in game).

Remap palets arent supported yet, so everything appears as the remap zero palet. if you want to help me, i would like to know the sprite ID for the POWERGEN object flashing light, its so small i havent found it yet, i guess its not even in the sprites at all, maybe hardcoded, dunno.
I will release tomorrow when i have fixed some other stuff as well.
The minimap weapon sprite generation thing is coming later (that where weapons would be shown as the weapon in top right corner in game).
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
You make it sound so easy, trademark.
By the way, with what do you save/make/edit those map images? Perhaps you know that I made TXT2GTA2 and I want to try different way to edit/create images. I saw you use SDL.dll for images or not? What do you advise me to use? I currently tried OpenGL bitmap stuff (got an opengl window running in .net form, my main program).

By the way, with what do you save/make/edit those map images? Perhaps you know that I made TXT2GTA2 and I want to try different way to edit/create images. I saw you use SDL.dll for images or not? What do you advise me to use? I currently tried OpenGL bitmap stuff (got an opengl window running in .net form, my main program).

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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
I would use PHPCuban-Pete wrote:By the way, with what do you save/make/edit those map images? Perhaps you know that I made TXT2GTA2 and I want to try different way to edit/create images. I saw you use SDL.dll for images or not? What do you advise me to use? I currently tried OpenGL bitmap stuff (got an opengl window running in .net form, my main program).

To save an image you dont need any external libraries to do that, image formats such as TGA and BMP are really simple, all you need is the header definitions and then you save the raw pixel data.
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
I thought to myself how you can improve your editor and save some time.
My idea is to do "New Project Wizard".
Example how I see that: In Advenced I would change a few things and add a few new usefull stuff for advenced mapmakers. But i have to think first (have some ideas: add to max players single player possitoion, add choose custom .sty to choose style window, advenced .extensions)
but tell me first what do you think about it ?
and blank window tab if sb want to show his ideas:
My idea is to do "New Project Wizard".
Example how I see that: In Advenced I would change a few things and add a few new usefull stuff for advenced mapmakers. But i have to think first (have some ideas: add to max players single player possitoion, add choose custom .sty to choose style window, advenced .extensions)
but tell me first what do you think about it ?
and blank window tab if sb want to show his ideas:
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Sounds good, but i dont like that guy image at left
You can forget about wizards and stuff until i have finished the editor completely

You can forget about wizards and stuff until i have finished the editor completely

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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
that guy is just for example you can put there whatever you want 
Btw can you tell (more or less) when you will relase next beta?

Btw can you tell (more or less) when you will relase next beta?
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Hurray for new release! Now you can see cars/objects etc in the map if you have .mis file. Note that the cars have always remap zero palet at this moment. Those sprites that i havent supported yet are not visible at all, so dont wonder if you cant see some sprites: just report to me which sprites they were and i will add them in the editor!
------------------------------------
0.5.22 Beta (03.03.2010)
------------------------------------
- Cars, generators and objects are now visible in the editor with animations, shadows and tanks/jeeps/firetruck/tvvan turrets! Also car trailers are visible; even the MINI_CAR is supported! and everything looks exactly like in GTA2! (99% match) Remapped cars doesnt work at this moment: all cars have remap zero palet by default. Press Numpad4 to enable/disable map objects.
- Added global hotkey: ESC button will shut down the GTA2.exe without a warning (works only if the editor is running). Helps a lot when gta2.exe crashes while testing a map.
- Added program icon in the program window too! (click for larger).
- Fixed zone saving when map had no zones by default.
- Fixed "debug.txt" appearing at the folder where you opened .mmp file.
- Minimaps will now display water if infinite water is enabled.
- Fixed minor bug on big minimap; statusbar covered small bit of the minimap.
- Big minimap will now be shown when TAB is hold down and hide when TAB is no longer hold down. (old behaviour: tab enabled and next tab press disabled minimap).
- Map list in the menu now shows currently open map with brighter background color.
- Changing default camera rotation now also rotates the camera to that angle.
- Added version number to the window title at startup, and removed the .gmp filename from the title: its already visible in the statusbar.
- Added setting to disable camera tilting when rotating (options -> camera settings -> tilt camera on turns).
- Added anisotropic filtering on minimap image too (used in 2d view mode or when zoomed out enough in 3d mode).
- Infinite water texture will also be anisotropic filtered texture now (less blurry on oblique camera angles).
- Statusbar camera position coordinates fixed to be exactly what they are in GTA2.
- Minor fixes: statusbar info part a bit wider, some menu items arranged in better places / names.
- Added some hotkey info in the statusbar messages.
- Added tooltip in zone editor when SHIFT key is hold down.
- SHIFT+movement keys (slow camera movement) are now disabled in the zone editor.
- Editor commands (camera rotation in free camera mode etc) are now disabled while maplist (CTRL+F1) is enabled.
------------------------------------
0.5.22 Beta (03.03.2010)
------------------------------------
- Cars, generators and objects are now visible in the editor with animations, shadows and tanks/jeeps/firetruck/tvvan turrets! Also car trailers are visible; even the MINI_CAR is supported! and everything looks exactly like in GTA2! (99% match) Remapped cars doesnt work at this moment: all cars have remap zero palet by default. Press Numpad4 to enable/disable map objects.
- Added global hotkey: ESC button will shut down the GTA2.exe without a warning (works only if the editor is running). Helps a lot when gta2.exe crashes while testing a map.
- Added program icon in the program window too! (click for larger).
- Fixed zone saving when map had no zones by default.
- Fixed "debug.txt" appearing at the folder where you opened .mmp file.
- Minimaps will now display water if infinite water is enabled.
- Fixed minor bug on big minimap; statusbar covered small bit of the minimap.
- Big minimap will now be shown when TAB is hold down and hide when TAB is no longer hold down. (old behaviour: tab enabled and next tab press disabled minimap).
- Map list in the menu now shows currently open map with brighter background color.
- Changing default camera rotation now also rotates the camera to that angle.
- Added version number to the window title at startup, and removed the .gmp filename from the title: its already visible in the statusbar.
- Added setting to disable camera tilting when rotating (options -> camera settings -> tilt camera on turns).
- Added anisotropic filtering on minimap image too (used in 2d view mode or when zoomed out enough in 3d mode).
- Infinite water texture will also be anisotropic filtered texture now (less blurry on oblique camera angles).
- Statusbar camera position coordinates fixed to be exactly what they are in GTA2.
- Minor fixes: statusbar info part a bit wider, some menu items arranged in better places / names.
- Added some hotkey info in the statusbar messages.
- Added tooltip in zone editor when SHIFT key is hold down.
- SHIFT+movement keys (slow camera movement) are now disabled in the zone editor.
- Editor commands (camera rotation in free camera mode etc) are now disabled while maplist (CTRL+F1) is enabled.
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
zones and powerups look silly when are "in" slopes:
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Wow that sounds really cool, but I don't have any .mis file to test.



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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Many maps include the .mis file with the download, like DAFEs Death Valley, MultiSlayer, Suburban Anarchy, Tiny Loony Town, and lots of others. Just download one of these and tell Window$ to open them with TM's Map Editor
You just lost the game.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
yeah i know, GTA2 doesnt use depth testing at all, so its not a problem in GTA2. Not going to fix that any time soon, i dont really know how i could fix it... unless i make the sprites somehow lay on the surface without going under ground... but that would look silly tooRazor wrote:zones and powerups look silly when are "in" slopes:

What zones you meant? zones should be edited/shown only in 2D mode by default.
You will see maps with blue text in the editor map list if they have .mis file.Cuban-Pete wrote:Wow that sounds really cool, but I don't have any .mis file to test.![]()
Yeah, just remember to associate the .mmp file, not .mis fileGustavob wrote:Many maps include the .mis file with the download, like DAFEs Death Valley, MultiSlayer, Suburban Anarchy, Tiny Loony Town, and lots of others. Just download one of these and tell Window$ to open them with TM's Map Editor

Last edited by T.M. on 03 Mar 2010, 22:46, edited 3 times in total.
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Yeah, thats what I actually meantTradeMark wrote:Yeah, just remember to associate the .mmp file, not .mis fileGustavob wrote:Many maps include the .mis file with the download, like DAFEs Death Valley, MultiSlayer, Suburban Anarchy, Tiny Loony Town, and lots of others. Just download one of these and tell Window$ to open them with TM's Map Editor

You just lost the game.