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Showing content with the highest reputation on 01/08/20 in all areas

  1. Today i proudly present to you: OSWS (OpenSourceWaterShader) for MTA: San Andreas! What is this? This resource is a project that i started long ago in order to finally (!) get a decent water shader working for MTA that benefits everybody. The main goal is to get an amazing shader where everyone should contribute to make it the very best looking water that we can get for this game engine. The code is pretty well optimized and the performance should be good for everyone, but a shader model 3.0 graphics card is REQUIRED for this resource! The effect is applied to the water texture itself. It is NOT a post-processing water shader. This means that we do not have to deal with any issues that come with post-processing, for example smoke and any other effect that is rendering behind the drawn water. The downside of this method is the fact that we can not (as far as i know) add refraction to the stuff that is below the water surface. But maybe some genius knows a way to make it happen, or fix the rendering issues of post-processed water. Stuff like that is the main reason why i decided to make this resource a community project, improvements for everyone! Features: Water reflections, surface refraction: Shore fading, shore foam: Dynamic_sky support with sun + moon specular lighting: DOWNLOAD: https://community.multitheftauto.com/index.php?p=resources&s=details&id=18239 DOWNLOAD DYNAMIC_SKY RESOURCE BY @Ren_712: https://community.multitheftauto.com/index.php?p=resources&s=details&id=6828
    9 points
  2. Hey, as a part of my hosting company, i started to migrate everything to docker. For this, i made a basic docker image and I decided to make it public. Info on how to use it is in the repository. Pull Requests are welcome! Enjoy! Docker Hub: https://hub.docker.com/r/ciber96/mtasa-docker Github Repo: https://github.com/ciber96/mtasa-docker
    1 point
  3. حاول تجرب وتستكشف وتطبق اكثر من مثال لان كل ما تدرب اكثر علي الكود كل ما يسهل عليك التعلم اسرع + بالتوفيق
    1 point
  4. PositionsCreateVehicle = { {2782.01514, -2474.73535, 13.63507}, {2804.32544, -2474.68701, 13.63008} } CreateVehicle = {} function StartVehicle( ) for i,v in ipairs( PositionsCreateVehicle ) do CreateVehicle[#CreateVehicle+1] = createVehicle(421,v[1],v[2],v[3],359.5, 0.000, 0) end end StartVehicle( ) جرب
    1 point
  5. PositionsTableName = { {x,y,z}, -- احداثيات المكان الاول {x2,y2,z2} -- احداثيات المكان الثاني } TableName2 = {} function StartVehicle( ) for i,v in ipairs( PositionsTableName ) do TableName2[#TableName2+1] = createVehicle(model,v[1],v[2],v[3]) end end StartVehicle( )
    1 point
  6. Thank you! I'll check it out asap
    1 point
  7. Well, i wouldn't suggest to do it with rendertargets, because if you have lots of cars players can ran out of memory. Just create an texture with dxCreateTexture and apply it on the vehicle. If you need any help feel free to ask here or at our Discord.
    1 point
  8. era para ser mensagem privada uahausdhuahsda, desculpa (se puder apagar eu acho que aprendi como funciona o exemplo que você me deu agradecido irmão)
    1 point
  9. حياك اخي اتشرف تكون معي واذا حبيت تطور خبرتك وتبرمج في سيرفري ماعندي اي مشكلة انا متواجد بالسكايب كلمني ونقدر نتعاون باذن الله faisl_27
    1 point
  10. Pode enviar seu código por favor para te ajudar?
    1 point
  11. ??????????????????????????????????????????????????????? ?? ?? عيدكم مبارك تقبل الله منا ومنكم صالح الأعمال ورزقنا وإياكم زيارة بيته المعظم وأدام علينا نعمة الإسلام والإيمان وجمعنا وإياكم ومن تحبون مع النبي محمد صلى الله عليه وسلم في الفردوس الأعلى وكل عام وأنتم بخير. ???????????????????????????????????????????????????????? ???
    1 point
  12. Cria o blip do lado server e usa: setElementVisibleTo(blip, root, false) for i, players in pairs(getElementsByType("player") do if getElementData(players, "BLABLABLA") == true then setElementVisibleTo(blip, players, true) end end
    1 point
  13. فايف ستيشن تعمل منذ : 00 سنة و 07 شهر و 12 يوم
    1 point
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