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
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
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( )
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.
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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.
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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