Epic GTA2 Map Editor (0.6.6602) Beta
- Cuban-Pete
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Re: Epic GTA2 Map Editor (0.6.6) Beta
The shadow is all quadratic (look at lanterns shadow or the trees), I don't know how to fix that. I guess that is because of the "cheap" ambient occlusion rendering used in Blender.
Some very busy renders:
Some very busy renders:
"Mmmm, your eyes are so beautiful."
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Re: Epic GTA2 Map Editor (0.6.6) Beta
so actually we can port gta2 maps into (ex.) blender? cool!
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Re: Epic GTA2 Map Editor (0.6.6) Beta
Looks cool, i still like more the previous one you did, though
That last image looks like its rendering the other side of the "flat" at same time. Have you enabled face culling? or maybe the exporter has some bugs... gotta take a look.
That last image looks like its rendering the other side of the "flat" at same time. Have you enabled face culling? or maybe the exporter has some bugs... gotta take a look.
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Re: Epic GTA2 Map Editor (0.6.6) Beta
Looks like i broke the deltas (numbers on racecars), just noticed.
Amazing bug though: if i fix it, it will cause memory access violations, if i dont fix it, deltas stop working. (or was it other way around) So, i can make it work but it will cause crashes What the hell... anyways too tired to think about it now.
Amazing bug though: if i fix it, it will cause memory access violations, if i dont fix it, deltas stop working. (or was it other way around) So, i can make it work but it will cause crashes What the hell... anyways too tired to think about it now.
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Re: Epic GTA2 Map Editor (0.6.6) Beta
Cuban-Pete, the lighting on the Scientist's test track jump over the water looks perfect! Shade from the wall one side blending across to highlight from the Sun on the other.
I always like seeing the North-East warehouse and docks from Industrial. Vedic Temple and the Escobar Power Cores are also cool. Maybe some close-up renders of my Vedic Temple arena? I'm pleased with Tiny Tiny Town and Tiny Hidden Surprise if you want to try some other smaller scenes.
TM, does the COLLADA technical specification (PDF) help at all? Chapter 5 has a section called light which says:
(EDIT) Rogue spaces in the XML sample are because PDF sucks, AFAICT.
I always like seeing the North-East warehouse and docks from Industrial. Vedic Temple and the Escobar Power Cores are also cool. Maybe some close-up renders of my Vedic Temple arena? I'm pleased with Tiny Tiny Town and Tiny Hidden Surprise if you want to try some other smaller scenes.
TM, does the COLLADA technical specification (PDF) help at all? Chapter 5 has a section called light which says:
It says a couple more things then gives this example:Specifies light in formation for the common profile that all
COLLADA implementations must support. See “The
Common Profile” section for usage information. Mu st
contain exactly one <ambient> (core),
<directional>, <point>, or <spot> element; see
their main entri e s.
Not sure about the specifics at a quick glance, so this is probably stuff you already saw. <point> lights might the nearest thing to GTA2 lights?Here is an example of a <library_lights> elemen t that contains a directional <light> element that is
instantiated in a visual scene, rotated to portray a sunset:
[xml]<library_lights>
< light id=" sun " name=" the-sun">
< technique_common >
<directional>
<color >1.0 1.0 1.0</color >
</ directional>
</technique_common>
</light >
</library_lights>
<library_visual_scenes>
< visual_scene>
< node>
<rotate>1 0 0 -10</rotate>
<instance_light url="#sun"/>
</node>
</visual_scene>
</library_visual_scenes >[/xml]
(EDIT) Rogue spaces in the XML sample are because PDF sucks, AFAICT.
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Re: Epic GTA2 Map Editor (0.6.6) Beta
Im not sure... probably. I will try.BenMillard wrote:<point> lights might the nearest thing to GTA2 lights?
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Re: Epic GTA2 Map Editor (0.6.6) Beta
Uh... looks like every program needs own profiles for lights...? i saved lights with blender and i get:
with all the required stuff like light radius... not sure how can i make this work.
and idk how the attenuation variables work
i just need linear attenuation, nothing else. so middle = 100%, edge = 0%, i have forgot everything about these... so if you know lemme know and i might make it today.
edit: i think it goes like:
according to the formula in docs: A = constant_attenuation + ( Dist * linear_attenuation ) + (( Dist^2 ) * quadratic_attenuation )
Code: Select all
<technique profile="blender">
and idk how the attenuation variables work
Code: Select all
<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0.001599967</quadratic_attenuation>
edit: i think it goes like:
Code: Select all
<constant_attenuation>0</constant_attenuation>
<linear_attenuation>1</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
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Re: Epic GTA2 Map Editor (0.6.6) Beta
// i dont know what constant atenduenance is
For a nice render, I kinda need lamps that have "Ray Shadow" and samples at 10.
See this image: left top. ray 10
left bottom ray 1
right top ray 10 + AO
right bottom ray 1 + AO
For a nice render, I kinda need lamps that have "Ray Shadow" and samples at 10.
See this image: left top. ray 10
left bottom ray 1
right top ray 10 + AO
right bottom ray 1 + AO
"Mmmm, your eyes are so beautiful."
Re: Epic GTA2 Map Editor (0.6.6) Beta
I need to use linear attenuation, even though it isnt realistic, but its what GTA2 uses... if i change it, the lights will not match how it was designed to be.
i dont know what "Ray Shadow" lamp is, i only have options: constant_attenuation, linear_attenuation, quadratic_attenuation. constant seems to change the brightness of the light somehow, so its brighter in the middle. quadratic is usually the realistic one to use, that i can remember.
i dont know what "Ray Shadow" lamp is, i only have options: constant_attenuation, linear_attenuation, quadratic_attenuation. constant seems to change the brightness of the light somehow, so its brighter in the middle. quadratic is usually the realistic one to use, that i can remember.
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Re: Epic GTA2 Map Editor (0.6.6) Beta
edit: apparently the distance isnt working... what the hell does centimeter mean in blender?
edit2: here, i hope this works: i couldnt make it render in blender, someone else try?
note that you need to generate the .tga yourself!
edit2: here, i hope this works: i couldnt make it render in blender, someone else try?
note that you need to generate the .tga yourself!
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- Cuban-Pete
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Re: Epic GTA2 Map Editor (0.6.6) Beta
working on it...
//edit: it renders freaking slowly
//edit: it renders freaking slowly
"Mmmm, your eyes are so beautiful."
Re: Epic GTA2 Map Editor (0.6.6) Beta
you could try cutting the map smaller to have only the area you render (thats what i do when i load map with lots of empty space, horribly slow). also, dont forget to remove doubles ^^
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Re: Epic GTA2 Map Editor (0.6.6) Beta
I give up, too much crap needs fixing.
Sorry, but can´t get more out of it.
Sorry, but can´t get more out of it.
"Mmmm, your eyes are so beautiful."
Re: Epic GTA2 Map Editor (0.6.6) Beta
did you get it any faster by cutting the maps/useless lamps off? looks like the squared shadows are a big problem too...
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Re: Epic GTA2 Map Editor (0.6.6) Beta
Yeah, turned lamps outside camera view off, it did help a little in render speed.
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Re: Epic GTA2 Map Editor (0.6.6) Beta
Just a random somewhat off-topic question, but since you're the only person on this forum I could think of who has implemented a GBH map renderer, I was wondering if you could share your block vertex definitions? I'm experimenting with some stuff, and am getting weird issues with the vertex definitions I make up on various places including diagonal blocks' textures (and wouldn't even know what '3-sided diagonals' would look like properly).
Re: Epic GTA2 Map Editor (0.6.6) Beta
@NTAuthority, you can use DMA map editor to check how the blocks look like and make your vertex data out of them by hands, at least thats how i did it.
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Re: Epic GTA2 Map Editor (0.6.6) Beta
Seems like a tedious task, but okay.T.M. wrote:@NTAuthority, you can use DMA map editor to check how the blocks look like and make your vertex data out of them by hands, at least thats how i did it.
Re: Epic GTA2 Map Editor (0.6.6) Beta
Created a video for showing how this editor works in its basics:
The quality is surprisingly bad... i noticed i accidentally recorded everything with 640x470 instead of 640x480, i think that is why its so bad quality, or maybe youtube didnt encode the higher quality yet...
The quality is surprisingly bad... i noticed i accidentally recorded everything with 640x470 instead of 640x480, i think that is why its so bad quality, or maybe youtube didnt encode the higher quality yet...
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Re: Epic GTA2 Map Editor (0.6.6) Beta
What is different by the TM's Map editor and this?