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Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 15 Mar 2010, 15:44
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

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 15 Mar 2010, 15:45
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
Edit: lmao, i tried to move my head to see behind a corner when watched that latest stereogram image

THAT realistic it is

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 15 Mar 2010, 18:13
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)

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 15 Mar 2010, 21:09
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).
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 16 Mar 2010, 10:02
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
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 16 Mar 2010, 12:28
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).
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 16 Mar 2010, 15:37
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
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 16 Mar 2010, 17:09
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.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 16 Mar 2010, 17:33
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.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 16 Mar 2010, 17:58
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.
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 16 Mar 2010, 22:01
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.

(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)
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 16 Mar 2010, 22:20
by T.M.
My tilemap looks almost same, using the 256x256 blocks in 2048x2048 image

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 19 Mar 2010, 17:33
by T.M.
screenshot maker is almost complete

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 19 Mar 2010, 17:53
by Razor
nice! if sth is under the ground should be more transparent
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 19 Mar 2010, 18:29
by Black Phoenix
That screenshot looks cool! I think you should try out making screenshots in that isometric sim-city like camera mode
Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 19 Mar 2010, 19:01
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

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 19 Mar 2010, 20:50
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?

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 19 Mar 2010, 22:22
by T.M.
Yes, i will add size adjusting
Edit: LOL:

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 19 Mar 2010, 23:25
by Cuban-Pete
if you make the cars smaller, I think it will be perfect.

Re: TradeMark's GTA2 Map Editor (only Zone Editor currently)
Posted: 20 Mar 2010, 08:04
by Razor
agree ;p