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       #Post#: 143--------------------------------------------------
       SA-MP Map editor: Tutorial (All SA-MP Versions Supported)
   DIR By: Fritz
       Date: August 30, 2013, 1:01 am
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       Here's an alternative to MTA's basic map editor to one that's
       more sophisticated and compatible with sa-mp's custom 0.3c
       objects through 0.3e release. Originally posted for Cessil's
       community and copied around several other samp forums as well.
       Notice this just covers the basics if you have any questions
       feel free to ask here or by pm.
       Well I'm receiving many questions from the CS community on how
       just to get started and where to download the tools need for
       sa-mp mapping. Here I'll talk about some of the uses of the
       editor and it's installation as well. Make sure you have WinRAR
       to open the download pack found here: WinRAR Download
  HTML http://www.filehippo.com/download_winrar
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       |[color=black]Download + Q&A
       �Thread for Map Editor and Questions you may have
       --- Code ---
       
  HTML http://forum.sa-mp.com/showthread.php?t=282801
       --- End Code ---
       �JernejL's Map Editor Link
       --- Code ---
       
  HTML http://www.mathpudding.com/topsecretsamp/editor.rar
       --- End Code ---
       [center]Open this link ^ in a new Tab & click Open with
       [glow=grey,2,300]WinRAR (default)?[/glow] then press
       [glow=gray,2,300]OK[/glow].[/center]
  HTML http://i44.tinypic.com/10xx184.jpg
       |[color=black]Installation
       �Extracting
       [center]When WinRAR opens, click the contents inside & hold CTRL
       and click A to select all files & press [glow=grey,2,300]Extract
       To[/glow][/center]
  HTML http://i42.tinypic.com/v41bfd.jpg
       [center]This should pop up. Select
       [glow=grey,2,300]Computer/Windows(C:)/Program Files/Rockstar
       Games/GTA San Andreas[/glow], then press
       [glow=grey,2,300]OK[/glow](it must be installed in the location
       where gta_sa.exe is installed!).[/center]
  HTML http://i40.tinypic.com/1431hs9.jpg
       |[color=black]Running editor.exe
       [center]Locate the files you've extracted by following
       Computer/Windows(C:)/Program Files/Rockstar Games/GTA San
       Andreas. Once you're at your GTA San Andreas Directory, locate
       and open [glow=grey,2,300]editor.exe[/glow](has an orange and
       black icon). [/center]
  HTML http://i42.tinypic.com/ztt45w.jpg
       �Loading objects into [glow=grey,2,300]editor.exe[/glow]
       [center]Make sure you don't have gta_sa.exe running! (playing
       sa:mp, mta, or Single player as it is using gta3.img). Click
       [glow=grey,2,300]LOAD[/glow](after everything is loaded you can
       run gta_sa.exe). If you are mapping invisible objects through
       0.3e, you should [glow=grey,2,300]LOAD with COLLs[/glow]
       instead.[/center]
  HTML http://i40.tinypic.com/2u5gvow.jpg
       |[color=black]Getting Started on editor.exe
       [center]Ok heres when you're on your own to discover for the
       most part. You can open maps in two ways:
       [glow=lime,2,300]�Import .pwn[/glow] to import a .pwn
       extention file or [glow=lime,2,300]? Import Paste
       [/glow]anything you copied (you pressed copy on a map
       conversion, a text file, content on the internet). Now for
       saving you can press [glow=lime,2,300]? Show Code[/glow] and
       press [glow=lime,2,300]?Export .pwn[/glow] or copy everything
       there (be sure you've pasted the content safely somewhere
       because the editor will give no warnings to save your file when
       you exit). Click [glow=lime,2,300]? HELP ME[/glow] to show the
       instructions for using the map editor. Click
       [glow=lime,2,300]Objects[/glow]/[glow=lime,2,300]+add[/glow]then
       use the "Search for. . . " search bar to find an object by name
       or use "IDE Number" to search for an object by it's ID. Once
       you're done click[glow=lime,2,300]? add[/glow] and click the
       object picture under Object Collection to insert it into map by
       pressing [glow=lime,2,300]+Insert Object[/glow].
       [shadow=lime,left]Movement[/shadow] changes object location and
       rotation. [shadow=lime,left]Views [/shadow] just changes how you
       view the objects ONLY in the Map Editor.[/center]
  HTML http://i39.tinypic.com/2ex3ih2.jpg
       [center]0.3e OBJECTS[/center]
       [center][glow=lime,3,300]mapping invisible objects through
       collisions[/glow][/center]
       �Selecting invisible objects after you've ran
       [glow=grey,2,300]editor.exe[/glow] and chose
       [glow=grey,2,300]LOAD with COLLs[/glow]
       [center]If you want to map invisible barriers, rotating a road
       to it's opposite side isn't an efficient method of mapping since
       the road's texture is visible when you get close to the object,
       blocking the whole screen with textures. What you want to do is
       add cessil's two invisible wall objects created in 0.3e listed
       below:[/center]
       - IDE 19382
       wall030 (larger wall)
       - IDE 19374
       wall022 (smaller wall)
       [center]These objects have only collision data, no textures so
       when finding them, there will be nothing displayed or the last
       picture that was there will remain present. After you have added
       them, your editor should have the two objects to the right of
       your editor with no pictures attached to them.[/center]
  HTML http://i49.tinypic.com/29zbdli.jpg
       �Enabling collisions to show
       [center]Now under the [glow=grey,2,300]Views[/glow] tab (next to
       the [glow=grey,2,300]Object[/glow] tab) located to the right of
       the editor, go all the way down until you find [glow=red,2,300]?
       [/glow]Show colls check box in red[glow=red,2,300]?[/glow]. Your
       editor should remove all of the objects textures and assign
       every object one specific color showing the collision shape of
       an object model. [/center]
  HTML http://i47.tinypic.com/3010sqa.jpg
       �Invisible wall objects in
       [glow=grey,2,300]Collision[/glow] mode
       [center]The right object is IDE 19382|wall030. The left is IDE
       19374|wall022.[/center]
  HTML http://i48.tinypic.com/2ak9tgo.png
       �Enabling Wireframe collisions to show[center]Also you
       can map objects in a different collision mode, [glow=red,2,300]?
       [/glow]WireFrame colls, by checking the box in
       red[glow=red,2,300]?[/glow]. It is what ever suits your
       tastes.[/center]
  HTML http://i47.tinypic.com/122yuk2.jpg
       �Invisible wall objects in [glow=grey,2,300]WireFrame
       Collision[/glow] mode
       [center]The right object is IDE 19382|wall030. The left is IDE
       19374|wall022.[/center]
  HTML http://i49.tinypic.com/35n7es2.jpg
       [center]To return to the normal mapping mode, just uncheck all
       the boxes you checked for collision. Also by unchecking
       [glow=red,2,300]?[/glow]Show colls, you disable both collision
       modes. [/center]
       ---------------------------------------------------------
       Any Questions or suggestions to improve this thread starter -
       add a response beloooow?
       #Post#: 147--------------------------------------------------
       Re: SA-MP Map editor: Tutorial (All SA-MP Versions Supported)
   DIR By: [WTF]Goku
       Date: August 30, 2013, 3:12 am
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       :O :P nice man nice tutorial
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