Re: TradeMark's GTA2 Map Editor
Posted: 15 Apr 2010, 15:06
You can't make maps with TradeMark's editor at the moment but it's a great screenshot maker/zone editor. For now, you still need to use the official editor to make maps.
This is my zone editor:McLovin wrote:What is the differenz between MapEditor and Zone Editor ?
Not with my editor, not yet. At this moment you can only edit the map zones (they are used in several things that you have to use to make a map fully functional).McLovin wrote:Isn't it possible to modify the maps yet?
- Fixed bug in flats: didnt render properly if the script objects werent visible.
Ah, forgot this totally, added to todo list!BenMillard wrote:Please, please find the .sty file by looking in the gta2\data folder if it is not found in the folder the map was loaded from.
Added to todo list.BenMillard wrote:Fullscreen
Yeah i thought about that, i'll make that done when the settings can be saved too.BenMillard wrote:Saved Image Formats
Please make the default output .bmp for easier editing by non-designers.
Yeah, it is 0% cpu because it is sleeping all the time except 3 times in second it reads the input, you just have to hold the click button for half a second to make it sure it opens it again. I dont know yet how to fix this.BenMillard wrote:However, it sometimes doesn't Restore when I click it.
Other times it restores when I haven't clicked it. Happened a couple of times whilst typing this message in fact. Maybe related to using Shift or Ctrl with the cursor keys? Seems quite random. Actually popped up and loaded Zooka Arena at one point! Maybe it's still grabbing keyboard input when minimised?
Yeah it actually is nearly zero cpu usageBenMillard wrote:Performance Ideas
I think CPU usage could be nearly 0% when the editor is open, so long as the scene isn't changing. It should only draw a frame if the new frame will be different to the previous frame. This means that even when weapon animations are turned on, it only tries drawing a few frames per second. (Until you start moving the camera, of course.)
Maybe in some distant futurePyro wrote:TradeMark - maybe this has been mentioned but does/will it support multiple CPU cores? Mind you, the official one was pretty light anyway so I could just be clutching at straws here. I'll download it later today and give it a whirl and see what I can make of it
Delfi wrote only a GMP optimizer that removed uncompressed chunk out of gmp'sPyro wrote: (I remember using Delfi's zone and map compressor
As for compressing, maybe I'm something I missed, but, I always thought the compression on the official editor was pretty quick anyway, even before Delfi made his map compression? Even when using my ancient Windows 98 machine it wouldn't take more then a few seconds on the largest of maps. If this is a programming thing you are on about then I apologise as I have no clue how the stuff works, steam power and magic for all I know :P
Ah I see now, thanks for the clarification! Also, will be fun seeing your video this week and hopefully be able to understand itB-$hep wrote:Delfi wrote only a GMP optimizer that removed uncompressed chunk out of gmp's
He didn't write compressor just tool to optimize the maps by removing junk out of them.
Hmm, what stuff does it have to do in order to compress a map? as far as i know, the compression method only saves the blocks between empty blocks from top/bottom, and creates unique block list that each top-down row uses. Did i miss something? Also i read the documents that slope type 63 has to be used in some cases, im not fully certain about that though (docs have lots of incorrect stuff).B-$hep wrote:TM I got the compression to work. I can edit maps and compress with my tool directly from UMAP and GTA2 is happy with my maps.
Ah, yeah i guess it should be something like File -> edit -> zones ? I'll change it to that next release. But the "add zones" etc. buttons are in the main render window for now. Maybe i add some text "press ctrl to create zone" or something.Pyro wrote:@TradeMark: I've had a go at using your map viewer/zone editor and have to say it looks nice, but using the zone editor is a bit fiddly. I thought the options would appear in the file menu at the top (such as Edit (or Display in your case) > Zones > Add/Edit/View Zones) rather than having to press random keys.
Been thinking about right click menu, but the problem is that right click is used to select zones, and im not going to change that because i see it easiest way since you cant mess up the other zones, because different keys select and edit the zones. (i always hated how i could mis-click some selection in other editors and then i have to do it again >_<). Maybe i add other keyboard configurations laterPyro wrote:For some reason also wanted to see a right click option in the map window where I could add things like that![]()
Well, since most shortkeys are at left side of the keyboard, i find it more useful to use WASD than arrow keys, also would feel weird to use mouse and arrow keys at same time... hands can rest on keyboard easier at WASD placementPyro wrote:Default movement keys are WASD rather than the normal arrow keys as I first expected it to be, gamer by any chance?
What is your FPS in the editor? And no, it doesnt have fancy rendering stuffPyro wrote:CPU usage idles around 27%-31% for me when using the program fully open (about 3%-6% when minimised - useful!) - although probably have a lot of fancy rendering stuff going on (if it helps, I have a quad-core AMD Athlon II X4 620 CPU at 2.6GHz, 2GB RAM, NVIDIA 9600 GSO graphics card running at 1680x1050 and using Windows XP 64-bit Edition)
Ah, yeah, didnt make it into editor yet because nobody has mentioned it, and mostly when you make maps, you have to make .mmp file anyways, so it easies things a lot, also you can just click mmp file and open it directly in editor later, so its even faster to edit thenPyro wrote:How come there isn't an option just to load a GMP file on the open menu instead of having to use an MMP file first? If I try to open a GMP it throws up an error saying "This is not a standard MMP file!" and then goes on to throw multiple errors (one for not finding the STY file and the next one for not finding the GMP) and then crashing completely! Even specifying it in the maplist.txt (as mentioned to to in your readme) will throw up the same errors.
Hmm, could you show the part of the script that places those generators? And perhaps send the map too? Sounds like there is a bug, but i cant fix it without map/scriptPyro wrote:Some objects read from the MIS file are not placed on the map, or some are but placed incorrectly. See picture attached for details. In short, the bit in the middle on top of the roof where there are 2 power generators (the yellow box things) are not actually at that height. In fact they are sitting below that under the railing/guard (you can just about make it out in the picture, 3 dark lines running left to right). This problem does not happen with things like the weapons, which some are under the walkway (which is where they actually are)! Finally, the crane object does not render (see top right). Maybe other objects are like this too?
Yeah i think this is the most reported bugPyro wrote:It would seem the "tick" options in your options always show even if something is disabled, can get confusing!