| Post 1 | New | Posted July 27th, 2005 |
|---|---|
| Dregz Pleb
| I'm fairly new to Gta2 editing (I've only been doing it for about a week) so I'm still rather unfamiliar with various aspects of modding. It would be great if I could have a few pointers on the following: ? Does anyone know of any information or tutorials on GXT use and editing- I've got a GXT editor, but I'm not sure how the game interacts with the GXT file, nor how it determines what lines of text are used and when they are triggered. Is this done within the level script? ? I'd like to be able to create an invisible walkway, similar to the one used in the Gta1 San Andreas level that gives access to the tank on the island near the Golden Gate Bridge. I've tried setting a blank block to Field and Pavement, but it is still treated as being Air. Is it possible to do this aside from creating an all-blank tile and setting it to transparent? I would try something along these lines, except that there is a 1 pixel border on images imported into the STY file. ? Are there any currently active links to Delfi's cmp2gmp converter and gta2mispad? I've googled and searched the forums, but they only come up with old, dead links. These tools would be extremely useful, as I hope to do some Gta1 multiplayer levels in Gta2 and I reckon I might have an easier time of it when scripting with a nice frontend Any help or advice offered would be greatly appreciated! |
| Post 2 | New | Posted July 27th, 2005 |
|---|---|
Sektor
| Delfi's GTA2 mispad and more tools Some text in the GXT files is displayed automatically but all the mission text is triggered by commands in the .SCR files (compiled GTA2 script). ------------------ Stealing cars is the easy part |
| Post 3 | New | Posted July 28th, 2005 |
|---|---|
| Dregz Pleb
| Thanks for the help Sektor- do you have any idea about the transparent blocks as well? |
| Post 4 | New | Posted July 28th, 2005 |
|---|---|
| Delfi Programmer ![]()
| Dregz wrote: Thanks for the help Sektor- do you have any idea about the transparent blocks as well? it could be done with some hacking or a custom made transparent tile.. ------------------ www.mathpudding.com |
| Post 5 | New | Posted July 28th, 2005 |
|---|---|
| Dregz Pleb
| Looks like the only option is to give the custom black tile a go then. Delfi, I was checking out Cerbera's GTA2 Multislayer level and I read that you helped him convert the GTA tiles into GTA2 format. I've exported the tiles in GTA Cars ready to be imported into your GTA2 STY tool. However, STY tool gives the option to either import that tile's pallete, or remap the pallete index to a new pallete. How did you perform this conversion for Cerbera, did you have to wade through 270+ pallete indexes and choose a specific one for each tile, or did you find an easier method? I feel like I'm missing something really obvious here! |
| Post 6 | New | Posted July 29th, 2005. Updated August 30th, 2005 |
|---|---|
Sektor
| I don't know how he did it but here is what he released: GTA1 maps and tiles converted to GTA2 ------------------ Stealing cars is the easy part |
| Post 7 | New | Posted July 29th, 2005 | ||
|---|---|---|---|
| Cerbera Ben 'Cerbera' Millard
| Do you mean an invisible walkway up in the air, or just being able to walk along on water? If you set a tile on the bottom level of the map to be "Field" then you can walk on it just fine. Setting it to "pavement" will let other people walk on it. If you want an aerial walkway, I'm sure this is possible. Make large, two-storey building with a flat roof set to "Field" to make it solid. Copy the top layer and paste it on top of the building, so it has a floor underneath the roof. Use the "Remove Hidden Faces" or whatever it is called and it then press keyboard number 2 so you can see the surface types. You might have to close the map and reload it for the changes to be visible. Remove the roof of the building and you should see a layer of orange tiles. This means the surface is still "Field" and is solid, but there is no texture applied to them. Copy a tile from the middle of the building to avoid getting and side faces and paste it to create an invisible walkway tile. Paste as many as you want. I'm not sure if slopes would work. You probably won't need to make invisible slopes, though. This is just a theory but it is worth trying out. When making MultiSlayer I found these orange surfaces inside buildings from what I was copy-pasting parts of buildings together and had not removed the leftover internal cubes. Let us know how it goes. ------------------
|
| Post 8 | New | Posted July 29th, 2005 |
|---|---|
| Dregz Pleb
| Cheers Cerb, now I have an invisible walkway... with invisible slopes! By the way, I didn't know you could view the different block types and arrows etc, so cheers for that as well. Just as a little experiment, I made a slope that doubles back on itself (with the intention that you could go up some 1x1 or 1x2 stairs, turn 180?, then go up an invisible slope). You can get up the lower slope on foot and by car, but you can only ascend the higher invisible slope in a vehicle. Weird, no? I might end up posting my level if it turns out any good. I doubt it, but you never know- maybe I'll include lots of invisible block madness! And Sektor, thanks for the links to Delfi's converted stuff- saved me a lot of arseing around trying to figure out how that crazy genius managed to do it. |
| Post 9 | New | Posted July 29th, 2005 |
|---|---|
| Pyro GTA2 Scripter & Mapper
| Hmm, a map entirely made of invisible blocks? Might be interesting but would probably wind up being irritating if you keep falling down As a note, if you need any scripting help, check out my GTA2 scripts for any assistance, or PM me if you need something else. I'm still considered one of the best GTA2 mappers/scripters around (I've been doing it for about 4 years Good luck in future projects ------------------ ![]() Quote: "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use." Quote: "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..." |
| Post 10 | New | Posted July 29th, 2005 |
|---|---|
| Delfi Programmer ![]()
| Dregz wrote: Looks like the only option is to give the custom black tile a go then. Delfi, I was checking out Cerbera's GTA2 Multislayer level and I read that you helped him convert the GTA tiles into GTA2 format. I've exported the tiles in GTA Cars ready to be imported into your GTA2 STY tool. However, STY tool gives the option to either import that tile's pallete, or remap the pallete index to a new pallete. How did you perform this conversion for Cerbera, did you have to wade through 270+ pallete indexes and choose a specific one for each tile, or did you find an easier method? I feel like I'm missing something really obvious here! gta2 sty tool will ask you where to store the bitmaps palette or to use another palette from existing array of palettes. i think you confused the styed and my gta2 sty editor, in styed you have to export palette separately and import it manually where my app takes the palette from BMP and asks you where to import it or if you want to choose another existing palette.. the conversions i did were to put all tiles together and generate a optimal palette for them all, so all tiles use one palette then i used a dirty hack availible in my app to import all tiles at once :D and would people one day finally forget about sty tool? it was good for its time and Stephen Dawkins never finished his gta2 file editor (anyone wants sources for that? it is a VB app), i coded mine from scratch with delphi and i think it bets every one sty editor out there and has more functionality than all others (plus some undocumented stuff like tile materials that no other editor can edit) well Gavin was working and said that he finished his new styed made with delphi but never released it due to my sty editor.. i did have a look sometimes at Stephen's sources when i wanted help with delta format but vb source is worse to read than egyptian hierogliphes. ------------------ www.mathpudding.com |
| Post 11 | New | Posted July 30th, 2005. Updated July 30th, 2005 |
|---|---|
Sektor
| It is much easier to find certain sprites in Style Ed 1.4 because it divides into cars, peds and objects and numbers all of them. GTA2 sty tool is a lot more powerful but what if all the user wants to do is import a car from Azz's site. For example, readme says replace car 57, easy to find in sty ed but you can't find it in sty tool, there is a way to select sprite 57 but that isn't the same sprite. Maybe you could add an option to select a car by car number or car name (like gtacars). I'd like whatever editor source code you have. I just tried Stephen's GTA2 File Editor, I don't remember ever trying it before. That version can only view and export sprites, no import. ------------------ Stealing cars is the easy part |
| Post 12 | New | Posted August 1st, 2005 |
|---|---|
| Delfi Programmer ![]()
| styed has so much flaws, for example take a look at missing delta (number 9) on GT-A1, where is it? plus in sty editor you can find stuff much faster using the sprite list.. the different naming of sprites & stuff is just because i did it the whole app differently.. ------------------ www.mathpudding.com |
| Post 13 | New | Posted August 2nd, 2005 |
|---|---|
| Dregz Pleb
| Do any of you guys have experience with editing STY files? I want to import a few textures from the Downtown "wil.sty" into the Residential "ste.sty", namely some of the church tiles, such as the fences, and the grass tiles (gotta love that lush looking turf Are there any style editing tutorials around that cover importing existing/custom tiles and assigning the correct palettes etc? The only ones that I can find are to do with car remaps... |
| Post 14 | New | Posted August 4th, 2005 | ||
|---|---|---|---|
| Cerbera Ben 'Cerbera' Millard
| Tiles probably use a similar system to cars, since tiles can be remapped for areas of shade in tunnels and on slopes. I remember that Delfi's style tool was extremely unhelpful when asking what you wanted to do about the pallette. "This file has palette different to palette of STY. Yes/No/Cancel" - something like that. ------------------
|
| Post 15 | New | Posted August 5th, 2005 |
|---|---|
| Dregz Pleb
| Yeah, that palette remap question confused the hell out of me for a while. I got the whole palclut thing all figured out now. Good ol' MS Paint |
| Post 16 | New | Posted August 7th, 2005 |
|---|---|
| Delfi Programmer ![]()
| come on, the sty editor's palette dialog is extremely easy!! it asks what to do with palette and you can tell it to: - GTFO and use original palette and not the one in BMP - overwrite palette already used with the one from BMP - use another palette from palclut without importing palette from BMP - import palette to another palette slot (that is hopefully unused) so it doesn't interfere with other palettes the dialog box with colors that appears is just a palette-chooser - which palette to use, every column is a palette. it is so simple and powerful, if you are uncertain just use option #2 and hope that you didn't change a palette that is used by another 50 sprites / tiles :D ------------------ www.mathpudding.com |
| Post 17 | New | Posted August 8th, 2005 |
|---|---|
| Dregz Pleb
| Do you know how to find out which palettes are unused? I should have taken option number 4, but I changed palette number 26 in ste.sty for my custom tiles, and it screwed up the Box Truck. Now they look like either a reversed Eddy on top of a red monotone rectangular trailer, or just totally scrambled. And I'm gonna need a lot of Box Trucks! I would map it to a virtual palette, except I'm not sure how. Would doing that even work? The STYtool says that the virtual palettes are all used by fonts. Surely they can't be using all 16000+!! |
| Post 18 | New | Posted August 9th, 2005 |
|---|---|
| Delfi Programmer ![]()
| Dregz wrote: Do you know how to find out which palettes are unused? I should have taken option number 4, but I changed palette number 26 in ste.sty for my custom tiles, and it screwed up the Box Truck. Now they look like either a reversed Eddy on top of a red monotone rectangular trailer, or just totally scrambled. And I'm gonna need a lot of Box Trucks! I would map it to a virtual palette, except I'm not sure how. Would doing that even work? The STYtool says that the virtual palettes are all used by fonts. Surely they can't be using all 16000+!! basicly what you edit is remap virtual palettes, virtual palettes are each per sprite, every sprite has one, virtual palettes then remap to physical palette - the clut. there is a button in main window that shows unused palettes - it marks them with speciall color for first color of palette. ------------------ www.mathpudding.com |
| Post 19 | New | Posted August 17th, 2005 |
|---|---|
| Dregz Pleb
| Thanks Delfi, is a whole lot clearer now- It turns out that I had set that particular Box Truck remap to -2. |
| Post 20 | New | Posted September 21st, 2005. Updated September 22nd, 2005 |
|---|---|
| Dregz Pleb
| If this is possible, does anyone know how to change the ingame car names? I've changed the Stretch Limo to Mahjqa's rather tasty Streicher Limo (love those gullwings!). I plan on changing a few other cars in the future as well, so it would be great if the names could be changed. I couldn't see a way of doing this in StyEd or Delfi's StyTool- is there a program capable of doing this, such as GTAcars for GTA2? EDIT - Forget about it mario! I figured that the GXT file would have something to do with it... |

