116 lines
5.7 KiB
Plaintext
116 lines
5.7 KiB
Plaintext
|
you should only work with g24 files, since most, if not all mods for gta
|
||
|
only use g24 files, they are much better quality and are not any harder than
|
||
|
gry files (actually there are also GRX files described in cds.doc for use by
|
||
|
editor but nobody has these).
|
||
|
|
||
|
you should take a look at how the slope models work, it is all in very
|
||
|
simple order, you could simplify things a lot, since gta1 maps don't use
|
||
|
more complex things.
|
||
|
|
||
|
my friend steve made some nice code for rendering map slopes some time back,
|
||
|
here is how it works in pascal, basicly it modifies edge heights for the
|
||
|
cube depending on slope number, slope 0 is normal cube and other slope
|
||
|
levels modify the height, the bottom vertices stay where they are, so you
|
||
|
can easily draw quads using this:
|
||
|
|
||
|
// 1---2
|
||
|
// | z |
|
||
|
// 3---4
|
||
|
|
||
|
// calculate slope (lid vertex z values)
|
||
|
case s of
|
||
|
1..8: // 2 blocks
|
||
|
begin
|
||
|
z1:=(((s-1) mod 2)+ord(s in [1,2, 5,6]))/2;
|
||
|
z2:=(((s-1) mod 2)+ord(s in [1,2, 7,8]))/2;
|
||
|
z3:=(((s-1) mod 2)+ord(s in [3,4, 5,6]))/2;
|
||
|
z4:=(((s-1) mod 2)+ord(s in [3,4, 7,8]))/2;
|
||
|
end;
|
||
|
9..40: // 8 blocks
|
||
|
begin
|
||
|
z1:=(((s-9) mod 8)+ord(s in [9..16, 25..32]))/8;
|
||
|
z2:=(((s-9) mod 8)+ord(s in [9..16, 33..40]))/8;
|
||
|
z3:=(((s-9) mod 8)+ord(s in [17..24, 25..32]))/8;
|
||
|
z4:=(((s-9) mod 8)+ord(s in [17..24, 33..40]))/8;
|
||
|
end;
|
||
|
41..44: // 1 block
|
||
|
begin
|
||
|
z1:=ord(s in [41, 43]);
|
||
|
z2:=ord(s in [41, 44]);
|
||
|
z3:=ord(s in [42, 43]);
|
||
|
z4:=ord(s in [42, 44]);
|
||
|
end;
|
||
|
else // no slope
|
||
|
z1:=1; z2:=1; z3:=1; z4:=1;
|
||
|
//z1:=0; z2:=0; z3:=0; z4:=0;
|
||
|
end;
|
||
|
|
||
|
i don't recomment display lists for this, i tried it in my game and got huge
|
||
|
slowdowns, maybe if you compiled bigger parts of maps into it, but you will
|
||
|
need to take into account that the game uses sprites, and sprites + slopes
|
||
|
don't mix too good, in my game i solved this by rendering without any depth
|
||
|
buffer at all, but i have to do some painful sorting of rendering order, if
|
||
|
you want to render map with zbuffer you could use projected textures for
|
||
|
cars or render map in layers bottom to up, switching off zbuffer when
|
||
|
rendering sprites.
|
||
|
|
||
|
if a cube is set to flat, all faces on it use transparency, and if left +
|
||
|
right faces use same texture the right face is folded into left double-sided
|
||
|
tile one to form fences (same applies to up and bottom tiles, they create a
|
||
|
double-sided fence on north tile only)
|
||
|
|
||
|
transparency rule in gta this:
|
||
|
|
||
|
every palette index 0 is transparent if the map tile is set to use it. i
|
||
|
recommend you to convert graphical data, take the 8 bit graphic and palette
|
||
|
and create 32 bit image and upload it to opengl, create alpha transparency
|
||
|
channel using palette index 0.
|
||
|
|
||
|
every tile can have 4 shading levels, in g24 they are stored in palette
|
||
|
clut, i recommend you to ignore the shading data as whole, and use glcolor
|
||
|
commands to apply shading levels, also gtacars g24 editor has a terrible
|
||
|
habbit of generating these shades wrong and they look ugly in some mode.
|
||
|
|
||
|
for sprites, they use one palette, except peds (pedesterian and cop) and
|
||
|
cars,
|
||
|
i suggest your game should render all ped sprites into one bigger texture,
|
||
|
using vertex coordinates to address each of these, you will need to create
|
||
|
around 30 or more different recoloured remaps while loading g24 file (all
|
||
|
tiles would fit into 256*512 texture if you use block sorting algorythm to
|
||
|
optimize room usage), every ped remap would cost 524.288 bytes, 30 remaps
|
||
|
would so end up at 15728640b - 15 mb, too bad that all new hardware comes
|
||
|
without support for palettized textures, they would help a lot here, gta1
|
||
|
for windows for example uses driectdraw and the renderer is custom built.
|
||
|
|
||
|
cars are even more difficult, they come in 16 different color variant, and
|
||
|
each of cars can have delta damage or doors or special police light
|
||
|
animations on them, i talked to dma employee working on gta2 and he said
|
||
|
that each car simply uses its own texture, which is created, modified and
|
||
|
destroyed as needed, don't worrs about speed, i done tests for my own game
|
||
|
and i can say that this is not a problem, the deltas don't change too often,
|
||
|
and when they are they are cached as long as the car is onscreen.
|
||
|
|
||
|
some fonts in gta1 have limited use, such as pager messages or score counter
|
||
|
so they are missing characters or use modified order, a lot of font stuff is
|
||
|
hard-coded, but i found out that some onscreen fonts such as score
|
||
|
multiplier and lifes counter fonts are actually remapped using a palette in
|
||
|
G24 file (!!), i suggest you to just use the font as-is and ignore the
|
||
|
recoloring variants, probably very few people would notice this, but then
|
||
|
you can recolour them with glcolor commands aniway.
|
||
|
|
||
|
the idea of a project website sounds good, don't worry about legal troubles,
|
||
|
take2 won't bother about this little project for a older game that they
|
||
|
released as free few years ago on rockstar classics website (
|
||
|
http://www.rockstargames.com/classics/), they did discreetly interfere when
|
||
|
a member on gtaforums ran a project to bring gta vice city map to unreal
|
||
|
tournament engine, and for hot cofee fiasco they knew it was their fault all
|
||
|
the time, and they even supported us with emails that aren't for the public,
|
||
|
as for the CDS and MTD docs, they were officaly released to public with no
|
||
|
licenses (same for gta2 too) so using them is not legal trouble.
|
||
|
|
||
|
also when you have time check out http://www.dmadesign.org/ it is DMA Design
|
||
|
history website ran by Mike Daily who worked on gta1 graphical engine for
|
||
|
gta1, gta1 prototypes and created lemmings game, it has some history pages
|
||
|
and a forum, altrough it looks inactive it is not, if you want you can ask
|
||
|
him questions in the forum :)
|