Search found 4 matches

by NTAuthority
07 Feb 2012, 22:25
Forum: Modding forum
Topic: Epic GTA2 Map Editor (0.6.6602) Beta
Replies: 989
Views: 950812

Re: Epic GTA2 Map Editor (0.6.6) Beta

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.
Seems like a tedious task, but okay. :P
by NTAuthority
07 Feb 2012, 20:23
Forum: Modding forum
Topic: Epic GTA2 Map Editor (0.6.6602) Beta
Replies: 989
Views: 950812

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 definiti...
by NTAuthority
07 Jan 2010, 13:47
Forum: Offtopic
Topic: well, seriously now
Replies: 1
Views: 2394

well, seriously now

2:39:47 PM <NTAuthority> anyone here like GTA2? oh, wait, duh 2:40:07 PM <Salamander> morning Jocelyn_v8 2:40:09 PM <Salamander> go away NTAuthority 2:40:22 PM <NTAuthority> obviously everyone likes GTA2 here 2:40:31 PM <NTAuthority> ^^ 2:40:39 PM <Jocelyn_v8> ghdfjkh 2:40:43 PM <Jocelyn_v8> i lost...
by NTAuthority
06 Jan 2010, 08:11
Forum: Modding forum
Topic: B-$hep SCR decompiler
Replies: 56
Views: 59231

Re: SCR decompiler

Each CHAR_DATA chunk (or block like you said) is exactly 35 bytes in size. Strange non-rounded size, indeed. It could be that it contains an identifier of exactly one byte's size, and GTA2's engine stores CHAR values directly into the script's memory, unlike GTA3 and so on, which just stores an ide...