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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 11:41
by T.M.
B-$hep wrote:TM
You could get rid of MIS source requirements.
Just use my code to find the player coords directly from SCR files:
http://gtamp.com/forum/viewtopic.php?p=930#p930
I will tell you the offsets, if you are interested.
All i ask is that you credit me somewhere. It wasn't easy job to find this all.
i didnt include .mis support just because of player coords
that was just start, going to support everything in mis files.
Also the point with .mis files is that my editor will generate that file, but you can still script it manually if you want. since not everything can be done with my editor... (or can i?

)
But yeah .scr file support is good idea, though it would be better to make SCR decompiler that generates .mis file which my editor could read and write.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 11:59
by B-$hep
If you look around you will see that i actually even started working on SCR decompiler.
But it's not easy to make this one. It requires alot of time and devotion.
If you want, take over, if you don't want, i will continue.
But if you take everything over, then i don't have nothing to do then.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 12:04
by Razor
do demo displayer

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 12:16
by T.M.
B-$hep wrote:If you want, take over, if you don't want, i will continue.
i dont really have time to do everything, and espcially decompiling isnt really my area. so, feel free to do that on your own

im looking forward for it, maybe i can help you too, dunno.
Razor wrote:do demo displayer

unfortunately the thing is; i cant

it requires everything to work exactly like in GTA2... so basically it would be pointless to clone GTA2 exactly like it is for just demo displayer.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 12:22
by Sektor
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 12:24
by Razor
YaY
btw sb created 3d z-type you could isnert it to your editor and let drive to us
http://www.thegtaplace.com/downloads/f3 ... -from-gta2

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 12:31
by T.M.
nice, i would use that if i knew how to read that format or if i got the model in different format that i can open in
Blender.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 12:54
by Razor
you can convert it to:

- za.PNG (4.75 KiB) Viewed 29513 times
formats. does any fit?
most of it are games : (
you can open it by zmodeler full version

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 13:22
by T.M.
3ds sounds best, can you convert for me?
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 13:26
by Razor
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 15:08
by T.M.
I cant open it :/ i can see only some cans of gasoline and a suitcase

can you make 1 mesh of the car and save .raw file or something? with UV map image and texture coords. im not really good with modeling... if you can offer .blend file for Blender then that would be perfect.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 15:10
by Razor
try to open seccond file trehe should be full car
i can try to do .blender format
here is sth about it;
http://www.blender.org/forum/viewtopic.php?t=7992
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 16:08
by T.M.
ah, youre right, now i could see the car too.

would be cool to have UV map on this too

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 21:52
by BenMillard
TradeMark wrote:launch it again without doubleclicking mmp files.
I tried both ways when I tested it before. Same effect.
TradeMark wrote:try to confirm that is because of "nocambox.txt" by [...] delete the .txt [...]
Tried that before as well. Same effect.
TradeMark wrote:[...] if its still white textures youre out of GPU memory.
It was working before, was just very slow. As shown in earlier screenshots. Same processes seem to be running as before, even when I close Firefox I get white textures now.
TradeMark wrote:also try to press CTRL+1, CTRL+2, CTRL+3, CTRL+4 when you see white textures.
- Hides the sidebar. Same effect as earlier tests.
- Reloads the map. Same effect.
- Hides the skybox. Same effect as before: If I am looking into the skybox it doubles performance to hide it. If I am looking downwards and cannot see the skybox, performance is higher but stays constant if skybox is on or off.
- This makes camera move due to mouse position. Slightly drop in performance but could just be from seeing more of the level and the top-down angle?
TradeMark wrote:Also use always top-down angle when you are testing this FPS test.
Oh yeah, I did that this time.
Save More Preferences, Please
As well as window size and state, how about saving whether skybox was on/off? You could use this let us speed up start-up times, by only drawing it if turned on. If user then turns it on and it had not been built at start-up, you could build it then.
Saving other preferences, like whether the sidebar was open, would be quite handy as well. DMA Editor saves preferences for only a couple of things. So this is another way you can improve upon it.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Feb 2010, 23:34
by T.M.
BenMillard wrote:TradeMark wrote:also try to press CTRL+1, CTRL+2, CTRL+3, CTRL+4 when you see white textures.
- Hides the sidebar. Same effect as earlier tests.
- Reloads the map. Same effect.
- Hides the skybox. Same effect as before: If I am looking into the skybox it doubles performance to hide it. If I am looking downwards and cannot see the skybox, performance is higher but stays constant if skybox is on or off.
- This makes camera move due to mouse position. Slightly drop in performance but could just be from seeing more of the level and the top-down angle?
Not CTRL+F1, but CTRL+"number 1"
So if you use "nocambox.txt" your textures becomes white? and without that file they work properly? o.O
Next version has lots of more features, including remembering window size and not loading map at startup. However the other settings saving isnt done yet, although you can type "SAVE" to save some of the settings you are using now, dunno will that affect skybox loading though.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 21 Feb 2010, 09:17
by BenMillard
OIC. Will try that now.
(EDIT) Those button combinations don't do anything. You don't press
Ctrl+
Number to make those ones work, you just press
Number. That's why I thought might have missed the
F part.
Anyway, after using Ctrl+F5 to change the draw distance mode, textures are still missing. Here is what those buttons actually do (
readme.txt has some wrong way around and others are not mentioned).
- Increase draw distance.
- Decrease draw distance.
- No effect.
- No effect.
Weirdly,
TMsGTA2MapEditor05181 now has the same issue.

Can you send me an earlier version which used to work? Maybe it still would, so we can make progress on when the issue started.
(EDIT2) Oh wait...deleting
nomipmap.txt worked in
TMsGTA2MapEditor05181.exe. Also worked in
TMsGTA2MapEditor05185! Phew.
So, here are the
*.txt files I now have and it's working:
- maplist.txt
- minimapfix.txt
- nocambox.txt
- output_maplist.txt
- Readme FIRST!!!!.txt
- Readme.txt
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 21 Feb 2010, 12:53
by T.M.
O_O so "nomipmap.txt" was the problem... wow, these problems just get more obscure every day.
BenMillard wrote:(EDIT) Those button combinations don't do anything. You don't press Ctrl+Number to make those ones work, you just press Number. That's why I thought might have missed the F part.
You dont tell the program creator what the buttons do

they should change the texture of the map. CTRL+1, CTRL+2 etc... CTRL+4 = no texture (white)
BenMillard wrote:So, here are the *.txt files I now have and it's working:
maplist.txt
minimapfix.txt
nocambox.txt
output_maplist.txt
Readme FIRST!!!!.txt
Readme.txt
Can you now finally tell the FPS with this "nocambox.txt" and without it ?

use lowest settings: top down view (T) dont zoom too far out, no sky (F3), no map grids (CTRL+X), no infinite water,(CTRL+Z), also try v-sync (V) on/off and see if it makes FPS higher.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 21 Feb 2010, 13:22
by BenMillard
Using
nocambox.txt seems to increase FPS a bit but I still have maximum CPU, even when idle.
- nocambox.txt it is stable "FPS: 001 / 002" when restored down.
- nocambox.txt it varies from "FPS: 001 / 002" to "FPS: 001 / 002" when restored down.
TradeMark wrote:also try v-sync (V) on/off and see if it makes FPS higher.
This seemed to have no effect. (I hold the button for 2 seconds to be sure the keystroke will be detected.)
Thanks for all your efforts on this. Even though I cannot fly around levels, crawling around is still quite fun.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 21 Feb 2010, 13:24
by T.M.
i think you just dont have opengl support on your GFX card then. the CPU usage shouldnt be that high, unless you are rendering the editor with CPU: thats a driver problem and cannot be fixed by my programming

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 21 Feb 2010, 15:02
by Sektor
Can you add a way to refresh map.mis file without reloading the map?
Shift+D to duplicate selected zone is a strange hotkey. I'm used to ctrl+c to copy and ctrl+v to paste. It's not going to clipboard though, so maybe not using copy/paste hotkeys is fine. I can get used to anything.