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.
Search found 4 matches
- 07 Feb 2012, 22:25
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431185
Re: Epic GTA2 Map Editor (0.6.6) Beta
- 07 Feb 2012, 20:23
- Forum: Modding forum
- Topic: Epic GTA2 Map Editor (0.6.6602) Beta
- Replies: 996
- Views: 1431185
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...
- 07 Jan 2010, 13:47
- Forum: Offtopic
- Topic: well, seriously now
- Replies: 1
- Views: 4273
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...
- 06 Jan 2010, 08:11
- Forum: Modding forum
- Topic: B-$hep SCR decompiler
- Replies: 56
- Views: 88492
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...