Epic GTA2 Map Editor (0.6.6602) Beta

Anything to do with GTA1/GTA2 modding (tools, scripts and more).
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Cuban-Pete
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Cuban-Pete »

TradeMark wrote:I added animated textures on the conveyors, this is how it looks like:
Very cool stuff, man. :D

The arrows don't look that bad.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Pyro wrote:Maybe instead of a double arrow which moves for the conveyor icon perhaps a single, smaller arrow will suffice? I know you're looking for a replacement but unfortunately I don't know much about graphic programs to help you.
You could try making it in mspaint ;) my image is just 2 color image anyways. Edit: I noticed that its impossible to make it use only single arrow, so you have to use double arrow or it doesnt work on every width/height properly! Also i made the arrow twice higher resolution, so it doesnt look that ugly anymore.
Pyro wrote:Also, if you're going about the SET_STATION_INFO stuff, maybe show a graphic of what the train with carriages would look like? Example would be the actual train followed by, say, 2 passenger carriages, 1 freight cart and 1 box cart. If you need more info about trains, check out my train guide on Ben's website (and has a very basic map that I made that demonstrates how it's scripted and how the map is made and zoned). As stated on the guide, a train can have a maximum of nine (9) carriages so that'd be something to see!
Yeah, i will make the trains visible like they are in GTA2, and you should be able to move the location of the train by mouse.
Pyro wrote:Also, I'm not sure but if I remember your viewer doesn't seem to show cars if they are in a different loop? If you want an example take a look at the MIS file of Jailbreak (found here) right near the end of the code, you'll see things like characters and a box truck that get spawned but your viewer doesn't show them.
Yeah, i noticed this problem earlier, and it is fixed: anything after WHILE or WHILE_EXEC loop will be displayed "ghosted" (50% transparent).

Pyro wrote:PS - another command for a car, namely the GT-A1, is "SET_CAR_NUMBER_GRAPHIC ( car_name , number )", and the numbers range from 0 to 9.
This requires car remapping? I cant display the number graphic on the car, but i can put it in the info box when mouse over.
Pyro wrote:Also, characters could have their threat search (SET_CHAR_THREAT_SEARCH), reaction (SET_CHAR_THREAT_REACTION) and objective (SET_CHAR_OBJECTIVE) listed when you mouse over? If they don't have one/any then they can show up as "(not defined)" or something like that? Characters can also use SET_CHAR_SHOOTING_SKILL and SET_CHAR_BRAVERY but, as far as I know, were never implemented into GTA2. Just pointing those ones out!
Ah, good catch! I will implement those too, you will be able to see the info by mouse over char.
Pyro wrote:There are loads of commands like that that could be shown over mouse over, but up to you what you want to add!
Just list them all, its really easy to put them in the editor now.
Last edited by T.M. on 08 Aug 2010, 14:12, edited 2 times in total.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Current TODO list:

- SET_CAR_BULLETPROOF
- SET_CAR_FLAMEPROOF
- SET_CAR_ROCKETPROOF
- SET_CAR_EMERG_LIGHTS
- SET_CAR_NO_COLLIDE
- SET_CAR_JAMMED_ACCELERATOR
- GIVE_CAR_ALARM
- GIVE_WEAPON
- MAKE_CAR_A_DUMMY
- CHANGE_CAR_LOCK
- SET_STATION_INFO (trains visible)
- DOOR_DATA
- RADIO_STATION
- PERFORM_SAVE_GAME
- SET_GANG_INFO
- DECLARE_POLICELEVEL
- DECLARE_CRANE_POWERUP
- DECLARE_POWERUP_CARLIST
- DECLARE_DOOR_INFO
- ADD_PATROL_POINT
- DISPLAY_MESSAGE
- DISPLAY_BRIEF_NOW
- DISPLAY_BRIEF
- SET_CAR_NUMBER_GRAPHIC
- SET_CHAR_THREAT_SEARCH
- SET_CHAR_THREAT_REACTION
- SET_CHAR_OBJECTIVE
- EXPLODE_LARGE
- EXPLODE_SMALL
- EXPLODE
- EXPLODE_NO_RING
- DELETE_ITEM
Last edited by T.M. on 21 Aug 2010, 15:11, edited 2 times in total.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Gustavob »

TradeMark wrote:
Pyro wrote:PS - another command for a car, namely the GT-A1, is "SET_CAR_NUMBER_GRAPHIC ( car_name , number )", and the numbers range from 0 to 9.
This requires car remapping? I cant display the number graphic on the car, but i can put it in the info box when mouse over.
SET_CAR_NUMBER_GRAPHIC doesnt require remapping, it only changes the number displayed over the GT-A1 vehicle (take a look at the original Residential District map and go to the SRS Area, right at the south of the police station, youll find a GT-A1 with a number 1 over it, that number is what the SET_CAR_NUMBER_GRAPHIC does), but it also works with other vehicles
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Gustavob wrote:
TradeMark wrote:
Pyro wrote:PS - another command for a car, namely the GT-A1, is "SET_CAR_NUMBER_GRAPHIC ( car_name , number )", and the numbers range from 0 to 9.
This requires car remapping? I cant display the number graphic on the car, but i can put it in the info box when mouse over.
SET_CAR_NUMBER_GRAPHIC doesnt require remapping, it only changes the number displayed over the GT-A1 vehicle (take a look at the original Residential District map and go to the SRS Area, right at the south of the police station, youll find a GT-A1 with a number 1 over it, that number is what the SET_CAR_NUMBER_GRAPHIC does), but it also works with other vehicles
Edit: apparently its using deltas for those numbers, so i have no way to display those numbers yet.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by BenMillard »

Seeing the exact defined train parked in the station which spawns it would be awesome, for sure. Positioning of trains is a bit odd since the "engine" part is extra-long. But you'll see that in Pyro's demo script.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

BenMillard wrote:But you'll see that in Pyro's demo script.
Link?

Also, is the train chain always straight? Or can it bend etc. Will be a lot harder to make it render bended train...
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Razor »

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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Does not answer my question, but i will test it myself then...

Edit: Here is the car list i am going to use in the editor when you want to add a new car, the cars will be sorted in this order:
Image
If you have ideas for better order, tell me.

Heres the script i use, if you are interested:

Code: Select all

PLAYER_PED player = (124.5, 130.7, 255.0) 25 0
PARKED_CAR_DATA carz = (124.5, 131.2) 31 90 SPRITE

CAR_DATA obj

LEVELSTART
obj = CREATE_CAR (132.0, 133.5) 29 0 ALFA END
obj = CREATE_CAR (136.0, 133.5) 14 0 ALLARD END
obj = CREATE_CAR (134.0, 133.5) 5 0 AMDB4 END
obj = CREATE_CAR (132.0, 142.5) 13 0 APC END
obj = CREATE_CAR (132.0, 140.5) 0 0 BANKVAN END
obj = CREATE_CAR (128.0, 132.0) 26 0 BMW END
obj = CREATE_CAR (135.0, 140.5) 4 0 BOXTRUCK END
obj = CREATE_CAR (128.0, 130.5) 29 0 BUG END
obj = CREATE_CAR (131.0, 133.5) 19 0 BUICK END
obj = CREATE_CAR (136.0, 140.5) 5 0 BUS END
obj = CREATE_CAR (127.0, 142.5) 17 0 COPCAR END
obj = CREATE_CAR (130.0, 132.0) 24 0 DART END
obj = CREATE_CAR (127.0, 135.0) 19 0 EDSEL END
obj = CREATE_CAR (130.0, 130.5) 24 0 FIAT END
obj = CREATE_CAR (138.0, 140.5) 15 0 FIRETRUK END
obj = CREATE_CAR (128.0, 133.5) 1 0 GRAHAM END
obj = CREATE_CAR (134.0, 135.0) 31 0 GT24640 END
obj = CREATE_CAR (134.0, 140.5) 16 0 GTRUCK END
obj = CREATE_CAR (131.0, 142.5) 31 0 GUNJEEP END
obj = CREATE_CAR (129.0, 140.5) 28 0 HOTDOG END
obj = CREATE_CAR (130.0, 140.5) 28 0 ICECREAM END
obj = CREATE_CAR (138.0, 130.5) 20 0 ISETLIMO END
obj = CREATE_CAR (129.0, 130.5) 6 0 ISETTA END
obj = CREATE_CAR (130.0, 142.5) 9 0 JEEP END
obj = CREATE_CAR (137.0, 133.5) 24 0 JEFFREY END
obj = CREATE_CAR (137.0, 140.5) 15 0 KRSNABUS END
obj = CREATE_CAR (136.0, 130.5) 12 0 LIMO END
obj = CREATE_CAR (137.0, 130.5) 29 0 LIMO2 END
obj = CREATE_CAR (139.0, 140.5) 0 0 MEDICAR END
obj = CREATE_CAR (133.0, 133.5) 18 0 MERC END
obj = CREATE_CAR (132.0, 130.5) 7 0 MESSER END
obj = CREATE_CAR (130.0, 135.0) 13 0 MIURA END
obj = CREATE_CAR (131.0, 130.5) 22 0 MONSTER END
obj = CREATE_CAR (132.0, 132.0) 2 0 MORGAN END
obj = CREATE_CAR (131.0, 132.0) 12 0 MORRIS END
obj = CREATE_CAR (134.0, 130.5) 8 0 PICKUP END
obj = CREATE_CAR (127.0, 133.5) 15 0 RTYPE END
obj = CREATE_CAR (129.0, 132.0) 11 0 SPIDER END
obj = CREATE_CAR (127.0, 130.5) 31 0 SPRITE END
obj = CREATE_CAR (129.0, 135.0) 14 0 STINGRAY END
obj = CREATE_CAR (132.0, 135.0) 16 0 STRATOS END
obj = CREATE_CAR (133.0, 135.0) 2 0 STRATOSB END
obj = CREATE_CAR (137.0, 135.0) 22 0 STRIPETB END
obj = CREATE_CAR (129.0, 133.5) 11 0 STYPE END
obj = CREATE_CAR (128.0, 140.5) 29 0 STYPECAB END
obj = CREATE_CAR (128.0, 142.5) 4 0 SWATVAN END
obj = CREATE_CAR (131.0, 135.0) 30 0 T2000GT END
obj = CREATE_CAR (133.0, 142.5) 1 0 TANK END
obj = CREATE_CAR (131.0, 145.0) 1 0 TANKER END
obj = CREATE_CAR (127.0, 140.5) 9 0 TAXI END
obj = CREATE_CAR (127.0, 132.0) 27 0 TBIRD END
obj = CREATE_CAR (133.0, 140.5) 28 0 TOWTRUCK END
obj = CREATE_CAR (128.0, 135.0) 7 0 TRANCEAM END
obj = CREATE_CAR (127.0, 145.0) 1 0 TRUKCAB1 END
obj = CREATE_CAR (128.0, 145.0) 6 0 TRUKCAB2 END
obj = CREATE_CAR (130.0, 145.0) 31 0 TRUKCONT END
obj = CREATE_CAR (129.0, 145.0) 13 0 TRUKTRNS END
obj = CREATE_CAR (135.0, 130.5) 6 0 VAN END
obj = CREATE_CAR (133.0, 130.5) 27 0 VESPA END
obj = CREATE_CAR (130.0, 133.5) 6 0 VTYPE END
obj = CREATE_CAR (136.0, 135.0) 23 0 WBTWIN END
obj = CREATE_CAR (135.0, 133.5) 29 0 XK120 END
obj = CREATE_CAR (135.0, 135.0) 7 0 ZCX5 END
obj = CREATE_CAR (131.0, 140.5) 7 0 TVVAN END
obj = CREATE_CAR (129.0, 142.5) 7 0 EDSELFBI END

MAP_ZONE nopeds = ( 0 , 0, 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )

SET_CAR_NO_COLLIDE (carz)

LEVELEND
i randomized the remaps :lol: , Oh, and be aware of the MAP_ZONE ! will crash if you dont have "nopeds" zone.

Tell me if theres some cars missing.

Edit: Is it possible to make train cabs as cars on the map?
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Pyro »

The train is straight for most parts. When it comes up to a turn it turns 90° and each carriage turns separately. Never actually spawned a train that is so close to a corner, but I imagine it would start off turned as well. However, I doubt people put stations that close to a corner but oh well.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Changed the conveyor line color/opacity and added lines to the conveyor targets:

Image

I will probably make the lines animate like the selection animation is. Note: the crane powerup will be rendered as that X collectible (dunno whats the name), and its drawn only with red channel. Was too lazy to make own animation or icon for it.

And you can also edit those targets positions, of course!
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Pyro »

That looks much better!

Is the arrow colour on the conveyor now a different colour or is it because it's not selected? Looks good with that colour in the picture.

Any particular reason why the cranes target are two different colours? Or, like above, is it just because one is selected and the other isn't?

I'm assuming the blue star thing is the scanner for car wrecks? Guessing it is because of the linked generator name followed by the crane. Having the crane generator as that red X looks rather evil! :twisted: And if you're wondering, the normal version (which is yellow) is actually the multiplier +1 bonus you find. Maybe if you look around some websites for free icons maybe you could add them to it? Just a suggestion.

Also, any idea when this will be released? ;)

PS - Any luck with my train guide?
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Pyro wrote:Is the arrow colour on the conveyor now a different colour or is it because it's not selected? Looks good with that colour in the picture.
The colors doesnt change when selected, (only adds yellow borders).
Pyro wrote:Any particular reason why the cranes target are two different colours? Or, like above, is it just because one is selected and the other isn't?
Easier to differentiate between two types of cranes, and yellow feels more like "exploding" color... (since its gonna destroy the car there).
Pyro wrote:I'm assuming the blue star thing is the scanner for car wrecks? Guessing it is because of the linked generator name followed by the crane. Having the crane generator as that red X looks rather evil! :twisted: And if you're wondering, the normal version (which is yellow) is actually the multiplier +1 bonus you find. Maybe if you look around some websites for free icons maybe you could add them to it? Just a suggestion.
Yeah, its the scanner, the icon for it looks kinda weird, i just did something fast :lol: I dont have time to make any graphics (really time consuming compared to usefulness...). So, i am hoping someone of you could waste some time for those things ;)
Pyro wrote:Also, any idea when this will be released? ;)
I dont know yet, i have to fix a lot of stuff to make it work elegantly so the end-user wont have that much problems. I have to think of the buttons more and how to move in z-axis and how to ... so many things!
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Cuban-Pete »

TradeMark wrote:So, i am hoping someone of you could waste some time for those things ;)
If you put all the icons used together I/we could try to make one style. :)
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Here:
tmgta2me_icons.7z
Script object icon set
(6.77 KiB) Downloaded 491 times
Overview:
Image
The circle target thing is used for INVISIBLE_TARGET (red color) and CAR_CROSSING (white color) script objects. So, if you choose to, you can create separate images for INVISIBLE_TARGET and CAR_CROSSING !

These icons use only alpha channel, and alpha channel matches the color brightness too.

If you want to make normal RGBA image, please make the RGB image into BMP, and Alpha layer in gray scale image next to the RGB image in the BMP file. OR if you are pro enough, you can use 32bit TGA, but AFAIK theres no existing program which can save 32bit TGA...
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Cuban-Pete »

Something like this for "crane_conveyor_target.bmp"?
rect2223777.png
rect2223777.png (2.18 KiB) Viewed 26224 times
:mrgreen:

Sorry, it's late and it's hard thinking of signs for such things... and even look decent/good.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

That doesnt look good because its supposed to be top-down view, so you cant make icons that look side-view images when its viewed top-down... I suggest a symmetric images that have 2 or 4 sides identical.

Also keep in mind that the "first drop location" doesnt necessary need to crush the car, but most of the times its used that way.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by Cuban-Pete »

Haha, what about this one. I'm having fun just making silly signs.
path72gg70.png
path72gg70.png (3.58 KiB) Viewed 26221 times
This one is a bit better:
dude.png
dude.png (3.18 KiB) Viewed 26217 times
path3678.png
path3678.png (2.27 KiB) Viewed 26217 times
circle.png
circle.png (2.79 KiB) Viewed 26216 times
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by T.M. »

Last two looks usable, but i cant use them because i cant open 32bit PNG files and grab the alpha channel. As i said, you should put the RGB image in BMP and the Alpha channel next to the RGB image in gray scale colors. (although for publishing the image on this forum you should convert the BMP into PNG :) )

Like this:
Image

So you can still use RGB colors, not just grayscale.
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Re: TradeMark's GTA2 Map Editor (0.5.32) (Only zone editor a

Post by elypter »

I'm not 100% sure but think scipted lights were not mentioned yet:

LIGHT name

LIGHT name = ( float X , float Y , float Z ) radius intensity ( red value , green value , blue value )
on_delay off_delay random_value

name = CREATE_LIGHT ( float X , float Y , float Z ) radius intensity ( red , green , blue )
on_delay off_delay random_value

CHANGE_INTENSITY ( lightname , new intensity )
CHANGE_COLOUR ( lightname , new red , new green , new blue )
CHANGE_RADIUS ( lightname , new radius )
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