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       #Post#: 143--------------------------------------------------
       SA-MP Map editor: Tutorial (All SA-MP Versions Supported)
       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
       [hr]
       [s]|[color=black]Download + Q&A[/s]
       �[font=courier]Thread for Map Editor and Questions you
       may have[/font]
       [code]
  HTML http://forum.sa-mp.com/showthread.php?t=282801[/code]
       �[font=courier]JernejL's Map Editor Link[/font]
       [code]
  HTML http://www.mathpudding.com/topsecretsamp/editor.rar[/code]
       [center][font=impact]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].[/font][/center]
       [img width=600
       height=325]
  HTML http://i44.tinypic.com/10xx184.jpg[/img]
       [s]|[color=black]Installation[/s]
       �[font=courier]Extracting[/font]
       [center][font=impact]When WinRAR opens, click the contents
       inside & hold CTRL and click A to select all files & press
       [glow=grey,2,300]Extract To[/glow][/font][/center]
       [img width=600
       height=331]
  HTML http://i42.tinypic.com/v41bfd.jpg[/img]
       [center][font=impact]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!).[/font][/center]
       [img width=600
       height=330]
  HTML http://i40.tinypic.com/1431hs9.jpg[/img]
       [s]|[color=black]Running editor.exe[/s]
       [center][font=impact]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). [/font][/center]
       [img width=600
       height=387]
  HTML http://i42.tinypic.com/ztt45w.jpg[/img]
       �[font=courier]Loading objects into
       [glow=grey,2,300]editor.exe[/glow][/font]
       [center][font=impact]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).[/font][font=impact] If you
       are mapping invisible objects through 0.3e, you should
       [glow=grey,2,300]LOAD with COLLs[/glow] instead.[/font][/center]
       [img width=600
       height=408]
  HTML http://i40.tinypic.com/2u5gvow.jpg[/img]
       [s]|[color=black]Getting Started on editor.exe[/s]
       [center][font=impact]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.[/font][/center]
       [img width=600
       height=407]
  HTML http://i39.tinypic.com/2ex3ih2.jpg[/img]
       [center]0.3e [font=andale mono]OBJECTS[/font][/center]
       [center][glow=lime,3,300][font=impact]mapping invisible objects
       through collisions[/font][/glow][/center]
       �[font=courier]Selecting invisible objects after you've
       ran [glow=grey,2,300]editor.exe[/glow] and chose
       [glow=grey,2,300]LOAD with COLLs[/glow][/font]
       [center][font=impact]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:[/font][/center]
       [list][li]IDE 19382
       wall030 (larger wall)[/li]
       [li]IDE 19374
       wall022 (smaller wall)[/li]
       [/list]
       [center][font=impact]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.[/font][/center]
       [img width=600
       height=350]
  HTML http://i49.tinypic.com/29zbdli.jpg[/img]
       �[font=courier]Enabling collisions to show[/font]
       [center][font=impact]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. [/font][/center]
       [img width=600
       height=366]
  HTML http://i47.tinypic.com/3010sqa.jpg[/img]
       �[font=courier]Invisible wall objects in
       [glow=grey,2,300]Collision[/glow] mode[/font]
       [center][font=impact]The right object is IDE 19382|wall030. The
       left is IDE 19374|wall022.[/font][/center][img width=600
       height=363]
  HTML http://i48.tinypic.com/2ak9tgo.png[/img]
       �[font=courier]Enabling Wireframe collisions to
       show[/font][center][font=impact]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.[/font][/center]
       [img width=600
       height=368]
  HTML http://i47.tinypic.com/122yuk2.jpg[/img]
       �[font=courier]Invisible wall objects in
       [glow=grey,2,300]WireFrame Collision[/glow] mode[/font]
       [center][font=impact]The right object is IDE 19382|wall030. The
       left is IDE 19374|wall022.[/font][/center][img width=600
       height=365]
  HTML http://i49.tinypic.com/35n7es2.jpg[/img]
       [center][font=impact]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. [/font][/center]
       [hr]
       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)
       By: [WTF]Goku Date: August 30, 2013, 3:12 am
       ---------------------------------------------------------
       :O :P nice man nice tutorial
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