Epic GTA2 Map Editor (0.6.6602) Beta

Anything to do with GTA1/GTA2 modding (tools, scripts and more).
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Cuban-Pete »

would it be possible to add this option to zone editor? not in the menu's, but like little hidden feature. so that you can fly around in "real" 3d. I have no idea if you would get sick of it or keep crossed eyes for ever... haha :lol:
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by T.M. »

Zone editor...? why on earth there? i do not understand.

I will add button to switch to Stereogram mode ;)

Im getting quite used to this already, at first 30mins eyes crossed gave some problems in sight, was hard to revert back to normal focus :lol:

Edit: lmao, i tried to move my head to see behind a corner when watched that latest stereogram image :lol: THAT realistic it is :shock:
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Cuban-Pete »

TradeMark wrote:Zone editor...? why on earth there? i do not understand.

I will add button to switch to Stereogram mode ;)
Thanks.

Sorry, I meant to say map editor... I guess I'm starting to see cross eyed already (if you look at title of topic, you can see zone editor in it) :D
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Black Phoenix »

This map viewer looks great, you did a good job on it. Do you want to add OpenGTA2 map file formats to it? (probably not though, they are slightly different from usual GTA1/GTA2 maps: they come in 64x64 blocks, instead of single 256x256 map). What do you think? (It also uses custom graphics format, which is an already packed texture atlas, full 32-bit RGBA).
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Razor »

Black Phoenix wrote:This map viewer looks great, you did a good job on it. Do you want to add OpenGTA2 map file formats to it? (probably not though, they are slightly different from usual GTA1/GTA2 maps: they come in 64x64 blocks, instead of single 256x256 map). What do you think? (It also uses custom graphics format, which is an already packed texture atlas, full 32-bit RGBA).

you should add a poll of your opengta2 project ;P
also update gta2 section in your blog
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by T.M. »

Black Phoenix wrote:Do you want to add OpenGTA2 map file formats to it? (probably not though, they are slightly different from usual GTA1/GTA2 maps: they come in 64x64 blocks, instead of single 256x256 map). What do you think? (It also uses custom graphics format, which is an already packed texture atlas, full 32-bit RGBA).
I rather not make a support for unreleased/unfinished project map format. Out of curiosity: are you using DDS image format? (since you said its packed).
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Black Phoenix »

TradeMark wrote:
Black Phoenix wrote:Do you want to add OpenGTA2 map file formats to it? (probably not though, they are slightly different from usual GTA1/GTA2 maps: they come in 64x64 blocks, instead of single 256x256 map). What do you think? (It also uses custom graphics format, which is an already packed texture atlas, full 32-bit RGBA).
I rather not make a support for unreleased/unfinished project map format. Out of curiosity: are you using DDS image format? (since you said its packed).
Currently it only supports uncompressed data, it's packed as in a texture atlas
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by T.M. »

Oh... well thats really bad way of doing it. To make it work best on each card type, you have to split it again to X size texture atlases. 256x256 blocks is easy to move to bigger texture sizes, so i think GTA2 method is really good, at least for these limitations (textures cant be larger than 128x128 etc.)

Im thinking to use 256x256 atlas blocks in future too (or max 1024x1024 depends how large textures it will support), since you dont have to recalculate whole atlas if you edit one small atlas, and they will fit any size of texture.
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Black Phoenix »

TradeMark wrote:Oh... well thats really bad way of doing it. To make it work best on each card type, you have to split it again to X size texture atlases. 256x256 blocks is easy to move to bigger texture sizes, so i think GTA2 method is really good, at least for these limitations (textures cant be larger than 128x128 etc.)

Im thinking to use 256x256 atlas blocks in future too (or max 1024x1024 depends how large textures it will support), since you dont have to recalculate whole atlas if you edit one small atlas, and they will fit any size of texture.
It can use more atlases, there is no limit on size or amount of tiles in it, or size of tiles (the only difference it makes is that it will have to use more vertex buffers for each visible atlas, instead of just 1..4 when you can fit all tiles into single texture); there is no runtime splitting of the atlases though.
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by T.M. »

i was talking about the sprite atlases though ;)

But yeah 1 tile at a time in the data is best way... then you just rebuild it into atlas (i call them tilemaps since their texture positions are calculated by x / y and the size of tile is same).

Edit: oh wait, did you mean you are using 1 texture for 1 tile ? no tilemap at all? :? that'll be hell slow on some cards.
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Black Phoenix »

TradeMark wrote:i was talking about the sprite atlases though ;)

But yeah 1 tile at a time in the data is best way... then you just rebuild it into atlas (i call them tilemaps since their texture positions are calculated by x / y and the size of tile is same).

Edit: oh wait, did you mean you are using 1 texture for 1 tile ? no tilemap at all? :? that'll be hell slow on some cards.
Image
(it's a thumbnail)

Sprite data is converted once from original data, right now it generates same size texture and puts everything there. It is a tool limitation (I'm lazy to add sane way to pick atlas size). It doesn't have nice way of graphics load-on-demand right now, so for developement time it's neater to have it all in one place (my machines, and my testers machines support 1024x1024 textures)
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by T.M. »

My tilemap looks almost same, using the 256x256 blocks in 2048x2048 image ;)
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by T.M. »

screenshot maker is almost complete 8-)
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Razor »

nice! if sth is under the ground should be more transparent
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Black Phoenix »

That screenshot looks cool! I think you should try out making screenshots in that isometric sim-city like camera mode
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by T.M. »

Razor wrote:nice! if sth is under the ground should be more transparent
Yeah i was thinking same, i'll see what i can do.
Black Phoenix wrote:I think you should try out making screenshots in that isometric sim-city like camera mode
i dont think i can, at least they wont be perfect / seamless :(
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Cuban-Pete »

looks pretty cool that screenshot maker. perhaps add option to adjust items (like power up) size (make larger) so it is visible when you make 800x600 maps (as example, or a bit larger).

do I make sense? :? :lol:
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by T.M. »

Yes, i will add size adjusting 8-)

Edit: LOL:
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Cuban-Pete »

:lol:

if you make the cars smaller, I think it will be perfect. :)
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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)

Post by Razor »

agree ;p
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