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[WIP] SA Path Editor


JGuntherS@NL
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After some requests to open an English topic about my Path Editor, here it is. Previous discussion in Compiled SA Path Nodes

 

Current version: 0.2.1

 

The Path Editor will merge with the Map Editor (tonywob)!

 

Changelog

- 3 dec 2005

--- "File-open"-dialog added

 

--- Search function for all sections added, except section 4 (nothing to find in there)

--- Some crash-protections

 

- 4 dec 2005

--- Compile-function added (output: C:\test.dat)

 

- 11 dec 2005

--- Edit-function for section 1a added (finally...)

--- Edit-function for section 1b added

 

- 12 dec 2005

--- Edit-function for section 2 added

 

--- Draw image-function for section 1a added

--- Draw image-function for section 1b added

 

Suggestions or bugs or even something else? Post it here

 

You need Microsoft .NET Framework! (1.1.4322 I think) If you have XP sp2, you've probably got it already. If it still doesn't work, PM me (or find it yourself smile.gif )

 

A file-open dialog pops up when you press File -> Select file

The compiler always writes the compiled file to C:\test.dat. The batch recompiler writes its files to C:\nodes**.dat.

 

Information:

It's programmed in VB .NET 2003, and it's even multithreading (one GUI thread and one (de)compile thread)

 

If you want to see certain pieces of code, PM me!

 

Downloads:

SA Path Editor on gtagarage

 

Topic on GtaForum.nl (it's the attachment of the main post, since I can't link directly to the file)

Edited by [email protected]
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After some requests to open an English topic about my Path Editor, here it is

For those of us who havent kept up on it, or know where your previous discussion was held, could you give some more specific details?

 

For example, you can output a file, can you edit any of the existing ones that come with the game?

 

i assume writing to C:/<wherever> is just temporary? a proper file > Save/Save As dialog is much better smile.gif. Likewise for batch exporting.

 

Otherwise its difficult to say anything, or make suggestions, since its not quite clear how far the program is. is this a 3d editor? if so, can you display anything? overall, seems like its a pretty early work from this topic description. Best of luck though cookie.gif

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Sorry, I completly forgot to add the download link blush.gif

 

 

i assume writing to C:/<wherever> is just temporary? a proper file > Save/Save As dialog is much better. Likewise for batch exporting.
Yes, it's temporary, I'll make a proper dialog later

 

 

For example, you can output a file, can you edit any of the existing ones that come with the game?
The only option now, is to decompile & edit & output an original (or edit a hex-editor made file). Edited by [email protected]
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To port means to translate to another programming language. It's now written in Visual Basic, but I'm gonna port it to Visual C#, because I want some 3D-stuff in my proggie.

 

I did already port all the types. inlove.gif

 

The (de)compile thread has been ported. icon14.gif

 

 

That's good work, I'm glad someone is finally working on an editor for it. smile.gif

 

I don't understand why you need to change VB. Net into C#, they work on exactly the same principal (That is, assuming you are using VB.NET and not an older version)

 

You will get alot more speed if you program this straight into C smile.gif, Minus the error checking.

 

I will stop with porting at this point, because of - as tonywob states - it doesn't have any effect. The (de)compile thread has been ported, so I can port to C++ easily, after I've read some books about C++.

Edited by [email protected]
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If you need any help with your C++, then please do let me know smile.gif

 

We definitely need a program like this for SA

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Yea if you need any help with anything to speed up the process of the SA Path Editor I will be willing to help because we the gtasa-lc team which is liberty city on the san andreas engine need the paths for the project.

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The Path Editor will merge with the Map Editor (tonywob). I don't know if there'll come a stand-alone version. It will be ported to C++.

That will be very useful icon14.gif Sounds good.

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  • 2 weeks later...

Whoa, hang on JGS. You are not the persion building MEd so you should not start making promises about when or even if it will include your path editing code. MEd is Tony's project so only he knows what it will contain...and it's generally impossible to say when any particular feature will be introduced in it. Even hinting that your code will be fully functioning in MEd any time soon is bad form, imho. It isn't clear whether your code will be used in MEd or if Tony will write is own paths processor based upon your work.

 

You might want to update the first post to say that the user can open a path file from any location, though. Is there any point having direct links to the files (especially the old versions) when you have a link to the GTA Garage downloads page?

 

 

Anyway, your tool seems like a good start. Obviously the interface is pretty tough to use since it is very early in development but the backend seems to be in good order. I tested it decompiling paths, searching for groups and drawing the position of path nodes and all those things seemed to work fine.

 

It would be very useful if you could create a code module or DLL which people could simply make calls do from their own programs in order to decompile and recompile the paths. Including some other common functions might be useful, such as any section-specific features of the paths files? By making this code library independant from any particular interface or language, paths viewing and even editing could be much more easily integrated into other tools made by the modding community. smile.gif

Edited by Cerbera
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Whoa, hang on JGS. You are not the persion building MEd so you should not start making promises about when or even if it will include your path editing code.

 

I know I'm not the person building MEd, that's why I said "(I hope)", meaning (If tony agrees and everythings goes right).

I'm not an Englishman, often I can't find the good words, and then I start turning around it, creating those misunderstandings.

 

 

You might want to update the first post to say that the user can open a path file from any location, though. Is there any point having direct links to the files (especially the old versions) when you have a link to the GTA Garage downloads page?

 

I had a direct link before I got approved, I forgot to remove it.

 

 

It would be very useful if you could create a code module or DLL which people could simply make calls do from their own programs in order to decompile and recompile the paths.

 

That's what I'm currently working on smile.gif

Edited by [email protected]
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  • 1 month later...
Any expected time on a fully working version being released?

Yeah there hasn't been an update for a while confused.gif

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  • 2 months later...
  • 3 weeks later...

 

Any expected time on a fully working version being released?

There has been no development on this topic, good or bad, for half a year.

 

I know nothing about this topic (no trouble in VC), but, as a lot modeller, I do have a vested interest.

Without the ability to create path files, all of our SA modding is pointless eye-candy.

 

If you've haven't got any further, even if you've found something for the worst, it would be good to know.

 

[email protected]: If there's nothing to report, just say hello. Please.

 

All the best.

Edited by locO G
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  • 11 months later...

 

The Path Editor will merge with the Map Editor (tonywob)!

 

Any progress?

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  • 1 year later...
  • 4 years later...

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