2006/8/21, tok@openlinux.org.uk : > I have got it; quite a lot in there. > > Guess I have to try my luck with dosbox, wine and such; last time I > tried neither m1win nor junction25 were working very well (if I remember > correctly). thats weird, since i can run both topdown j25 and 3D beta j25 just fine, only M1win doesn't work (on xp) for some reason. i sent you old M1 for DOS in the pack i sent you the url to. > Thanks for the other tips; now the main problem are the incorrect > tex-coords. I think I have a pretty good idea why it breaks and a few > on how to fix it. > I found the off-by-one in the tile-indices on my own on the same afternoon. some of your side tiles are rotated, there is no side rotation, sides only have a bit flag which means "mirror" - no rotations. cds says about side tiles that bit 5 and 6 in type_map_ext contain the mirroring: bit 5 means that textures on north and south sides should be mirrored, bit 6 indicates same for east and west side of that cube. > I have started with the g24 files and hit a small snag; I don't > understand 'palette_index' (so far) and the actual way tiles > (lid+side textures; not working with sprites so far) index the clut > isn't working either. [but don't tell me yet] the pal_index reindexes virtual palette numbers into actual - physical palette numbers. it works like this: you take tile palette index, you add palette_index for sprites for example you need to skip clut dedicated to tiles: pal_index = (g24_header.tileclut_size div 1024)+ activesprite.clut; for tiles it is just simple, but remember - if it is lid you need to add side tiles to the number (and side tiles + lid tiles for animation / aux tiles): pal_index[tile number] please_see_attached_illustration which also shows the palclut visualized :) > I have put a few new screenshots (after your fixes) up and removed the > code until I have worked out the license. > I am soon going on vacation for some time, so there won't be any updates > for a few weeks. You'll hear from me when I am back. > > these already look a lot better > http://skybound.portland.co.uk/gta/nyc_3d__two_bugs_down_2006-08-21.jpg In the nyc i can clearly see you are rotating side tiles, where they shouldn't be, side tiles are never rotated in gta1 (they are in gta2) in gta1 they just have mirroring flag in type_map_ext. > http://skybound.portland.co.uk/gta/far_out_2006-08-21.jpg and i am seeing this right? - the san andreas map on screenshoot - unless you rotated the camera itself, should be rotated 180° left (i know how it shouls look, since i drawn entire san andreas map layout in mspaint with alt + tabbing 7 years ago ;) ). > http://skybound.portland.co.uk/gta/texture_coords_are_next_2006-08-21.jpg this looks quite right, but it appears lid rotation is wrong in blocks where the type_map_ext mirror flags are used. i have a delphi project written in pascal, which can render all tiles from g24 files, i can send you whole source code for it, it may help you understand how g24 files work :) thats all for now, and enjoy your vacations! :) > Best regards, > tok >