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Pages: (23) [1] 2 3 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

> [WIP] IPL Editor, Edits the contents of IPL files
 
tonywob  
Posted: Oct 24 2005, 13:37
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Just a small application I am currently developing, which started life as a map viewer for Mac OS X ( See Liberty City on Mac OS X).

The application will load and display map files from GTA III, VC and San Andreas. When I get time I will add editing so that you can move objects around.

For GTA III and Vice City, it will also render 2dfx lighting, etc. It will also correctly display time controlled objects, LOD objects and shadows, etc.
For SA, it will load binary IPL files and display the maps, however it is quite slow at the moment. Also, I need to create a reader to correctly render 2dfx which are apparently now part of the DFF files.

A couple of screenshots of progress so far
user posted imageuser posted image
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The application supports two viewing modes, one is a first-person view, and the other is a top-down view. The controls in the first-person view work similar to the real game.
user posted image
I've added some extras as well, such as skyboxes so you can take some nice looking screen grabs, and an .img file tool which adds and extracts files

user posted imageuser posted image


Currently, GTA III and VC render pretty much perfect apart from one or two oddities with textures. SA works, except for lighting, and due to the size of the map files, memory usage is quite high (I will work on these issues before working on editing)

user posted imageuser posted imageuser posted image

The application also continues to work on Mac OS X (It's slower though due to endian issues)

Edit by Delfi - fixed you really bad url typo at beginning of topic.

Edit: Tonywob's IPL Editor/MapEditor << Download link for pre-alpha release

This post has been edited by tonywob on Nov 30 2005, 22:09
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Knife  
Posted: Oct 24 2005, 13:45
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Thats looking very nice biggrin.gif. Will you be able to edit ipls?
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tonywob  
Posted: Oct 24 2005, 13:48
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QUOTE (Knife @ Oct 24 2005, 13:45)
Thats looking very nice biggrin.gif. Will you be able to edit ipls?

Yep, I intend to add this feature. You will be able to select the objects and move them around on the map. You will then be able to export the IPL file. This might be a bit of a challenge for binary IPL files, but text only IPL files should be pretty simple
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Knife  
Posted: Oct 24 2005, 13:49
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In that case have some cookies: cookie.gif cookie.gif cookie.gif
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Jorge F.  
Posted: Oct 24 2005, 14:26
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That looks awsome dude biggrin.gif.
So it's gonna be a MooMapper for San Andreas?

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wauzie  
Posted: Oct 24 2005, 14:48
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Very nice dude Shifty41s_beerhatsmilie2.gif . I've been waiting for a SA 'moomapper'. Good luck with this project. When its gonna be released?
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aad  
Posted: Oct 24 2005, 15:12
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This is getting better and better. Any future plans or chances for a maybe Colfile support ? tounge.gif
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Eclipse_nl  
Posted: Oct 24 2005, 15:18
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This is so f*cking awesome biggrin.gif

Keep it up!
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wauzie  
Posted: Oct 24 2005, 15:44
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QUOTE (aad @ Oct 24 2005, 15:12)
This is getting better and better. Any future plans or chances for a maybe Colfile support ? tounge.gif

I like that tounge.gif. It will be a All-in-one tool.
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Supdario  
Posted: Oct 24 2005, 15:53
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Coool wow.gif
This tool is able to show objects name? cool.gif
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steve-m  
Posted: Oct 24 2005, 15:53
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Wow, finally some competition. biggrin.gif

Edit: This one looks a bit strange:
user posted image
Do you use realtime lighting? Don't do that, disable all lights in the scene and only use the vertex colors.
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tonywob  
Posted: Oct 24 2005, 15:57
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Thanks for all the kind replies biggrin.gif

At the moment I am working on getting all of the rendering stable, at then I will continue to add features.

My second priority is to allow you to move objects around all three maps, and then the ability to create your own map files (Excluding Binary at this point).

Colfile support is also on the list, however I want to get a decent 2dfx and paths editor in to start with.

There is still alot to do unfortuantely sad.gif , and I will release the current version as soon as I have fixed the weird texture issues.

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flitcroft101  
Posted: Oct 24 2005, 16:02
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Excellent work!!!!!!!!!!!!!!!!!!!!!!!!!! cookie.gif cookie.gif cookie.gif
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tonywob  
Posted: Oct 24 2005, 16:11
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QUOTE (steve-m @ Oct 24 2005, 15:53)
Wow, finally some competition. biggrin.gif

Edit: This one looks a bit strange:
user posted image
Do you use realtime lighting? Don't do that, disable all lights in the scene and only use the vertex colors.

On that particular screenshot, yes, I accidentally left lighting enabled as opposed to the vertex colours. It was left over from when I was checking the normals from the DFF loader.
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steve-m  
Posted: Oct 24 2005, 16:35
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Ah, ok. Map objects in GTA don't have normals, so you can't do that, unless you calculate them yourself.

So what's wrong with the textures? Can't see any problems on the screens...
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tonywob  
Posted: Oct 24 2005, 17:24
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QUOTE (steve-m @ Oct 24 2005, 16:35)
Ah, ok. Map objects in GTA don't have normals, so you can't do that, unless you calculate them yourself.

So what's wrong with the textures? Can't see any problems on the screens...

A couple of the objects had normals, however I calculated the normals myself, because originally it was used to view single objects, but now there is no need to do this when viewing maps. I will leave the ability it, but it won't be used to render full map scenes.

The texture problems are when you load a 32Bit uncompressed image from a txd file (There are a few in GTA III), the colours seem wrong (Probably the RGBA order).
Also some of the textures look a bit blue on San Andreas (e.g. The character models), this again could be my use of blending notify.gif

I have had to use software emulation to load Palette compressed textures from GTA III, this is slow but since the OpenGL drivers on my machines don't support it, I had no choice. I have told it use the extension if it is available.

DXT compressed textures work fine on both Windows and Macs which is a +

Also a couple of the DFF files have no geometry entries, I have checked them using your RWAnalyze tool and this was confirmed.

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steve-m  
Posted: Oct 24 2005, 19:22
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QUOTE (tonywob @ Oct 24 2005, 19:24)
The texture problems are when you load a 32Bit uncompressed image from a txd file (There are a few in GTA III), the colours seem wrong (Probably the RGBA order).

Yea, you have to flip R and B. In MapViewer I do that via software (fast asm) as well, since I couldn't get the OGL option to work.

QUOTE (tonywob @ Oct 24 2005, 19:24)
I have had to use software emulation to load Palette compressed textures from GTA III, this is slow but since the OpenGL drivers on my machines don't support it, I had no choice. I have told it use the extension if it is available.

Yea, same here, my ATI card doesn't support that extension so I've implemented both.

QUOTE (tonywob @ Oct 24 2005, 19:24)
Also a couple of the DFF files have no geometry entries, I have checked them using your RWAnalyze tool and this was confirmed.

Probably just used for 2dfx things (like streetsigns).
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Fireman  
Posted: Oct 25 2005, 08:36
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PWN this is great great work cookie.gif cookie.gif cookie.gif -Slurp Slurp, Hmmm... Sprunk!
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demonj0e  
Posted: Oct 25 2005, 09:12
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wow looking very nice maybe add car car and weapon placements aswell, and maybe an option to set up some scenes for people to make nice looking screenshots tounge.gif
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tonywob  
Posted: Oct 26 2005, 17:03
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Just a couple of progress updates:

Fixed the problem with textures, it uses ASM on Windows so it is nice and quick, I've had to do it differently on Mac OS X, so only slightly slower

user posted image

A top-down view of Los Santos (Don't try this at home - Memory Hungry) in LOD mode.
user posted image

You can select items on the screen and view properties, currently this is for IDE entries only but I will add IPL properties as well, so simple editing will be available.
user posted imageuser posted image
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You can select an item from the IDE treeview as well, I will add menu entries so that you can extract the DFF and TXD files.


I still need to work out 2DFX lighting in San Andreas and I'm still unsure about the IDE Paramaters such as (shown when wet, etc).

I also want to add a TXD file viewer.

Probably won't get much done next week since LCS is coming biggrin.gif
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