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Thread: G.T.A.2 Map Editor

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  1. #1
    Dude, i had a hiatus from gamedev here, and totally missed your whole thread,. This is cool work that you are doing, any gta modder / thinkerer gets special respect from me, i've been digging thru those files and formats for way too much, and i know how convoluted they can get at times, even tho the game looks really simple.

    IF you want, i'd like to help you out on your project with my knowledge, afterall i did write the last modern tools for modding gta2 ( https://gtamp.com/gta2/tools/ ) and i also released my sty editor source code, if that still interests you (gta2 sty and gta1 g24 file formats are also very similar, plus i still can help at a lot of strange quirks that you might encounter, like the whole crazy pallette and car delta systems of gta1 and gta2 ).

    I've also been a fan of classical gta games since forever, and have my own project that is essentially building a similar game from scratch, as due to limitations of those 2 engines, they can never be brought into modern times with high resolution remastering, plus i think the game mechanics of those games can work really well for a massive online multiplayer game. My game is making really good progress lately, so if you wanted to collaborate on that too, i invite you to contact me, i could use some help.

    Project: https://www.pascalgamedevelopment.co...c-Reboot/page3
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  2. #2
    If both you collaborate, that would be result in a greater project.
    No signature provided yet.

  3. #3
    I hope that he messages me, our projects definetly have some large overlap.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  4. #4
    Hello Jernej

    Im still here.
    Just noticed that you posted. Month later but..

    Any updates on your game?

  5. #5
    Yes, while i have not published a lot, the game is progressing althru slowly, i've done a lot of optimizations and under the hood stability fixes, i will have a update soon.

    Let me know if you need any help with your project, like i said i can still help you a lot with gta1 file formats, if you wish to make importers for that for example.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  6. #6
    Hi.

    Nice, thanks for the help!
    I have few questions but they can wait a bit.

    I have a tile picker which supports transparency in tiles. So user can see transparent tiles as transparent before even using them.
    Also its possible to "Search" specific tile with its index, to avoid lots of scrolling.
    Useful if you remember commonly used tiles in specific .sty file.

    Currently im implementing unlimited Undo/Redo. Unlimited is not the primary thing here but its just the way it is.
    It basically worked but i found few bugs and issues.

    Now i remodeled the whole thing. Will see how this one will work. As im now typing this reply here im working on this thing..
    In next reply i will let people know how it worked out..
    Last edited by hwnd; 30-06-2019 at 07:50 PM.

  7. #7
    Anybody knows is it possible to use shaders without actually using modern GL rendering context?
    I mean use some shader code with for example: OpenGL 2.0 ?
    Confusing but i have seen some old "legit" OpenGL code with some shader stuff in it.
    Or its not possible because of "context" ? I mean older context can't deal with modern stuff and modern code can't affect the old 1.1 commands?
    Lets say my app is using 1.1 API only and i want to add shader lighting into it. Not possible?

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