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Showing content with the highest reputation on 18/01/22 in all areas

  1. This MTA module is about total filesystem access to your MTA server. You can find it's documentation here. It supports the Windows and Linux operating systems, each with different and specialized details (path handling, OS calls, etc). Contains many neat features such as memory-mapped files, stream copy helpers, direct binary-encoded writing and reading API, etc. The module has got a very long history (used in Scene2Res, Magic.TXD). It is very strongly unit tested. If you like this module then you can use it's C++ API for even greater freedom. Current version: 2.0 Source code location (Module-specific): Source Tree: blueMods/fileSystem/ (head) - green-candy (svn) - green-candy - OSDN Source code location (C++ Library): Source Tree: FileSystem/ (head) - eirfs (svn) - Eir FileSystem - OSDN Download (Win32): https://green-candy.osdn.jp/external/releases/fileSystem_2_0_win32.zip Download (Linux): https://green-candy.osdn.jp/external/releases/fileSystem_2_0_linux.zip
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  2. I just uploaded a ped morphing resource that makes all players fat, you can check it out as example @long_gone https://community.multitheftauto.com/?p=resources&s=details&id=18647
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  3. localPlayer ببساطه ال تخيل معي الكلينت هو شخص واحد بس الي هو انت تمام ؟ انما السيرفر هو جميع اللاعبين الي بالسيرفر ف بالتالي ماماينفع تسوي لوب ل جميع اللاعبين و انت ب ملف كلينت لأنه مافيه الا شخص واحد الي هو اللوكال بلاير ( انت ) و دائما بيكون مُعرف في الكلينت لوكال بلاير الي هو انت انما في السيرفر السورس هو الشخص الي بيطبق الحدث او بيجيله حدث معين مثلا واحد كتب كود ممنوع ب اف 8 بيجي الكيك ل السورس الي هو كتب و فيه طريقه ثانيه لو ابي اكتب بملف سيرفر نص يظهر لي انا فقط ماينفع اسوها سورس اسوها كذا function Tr7eb ( player ) outputChatBox ( "السلام عليكم",player,250,250,250 ) -- لو ابي اخليها للكل اسوها روت end addCommandHandler ( "text", Tr7eb ) أتمنى تكون فهمت الشرح و السلام عليكم ...
    1 point
  4. local تعريفه المتغير المحلي موجود فقط ضمن النطاق المعلن عنه. النطاق هو "المستوى" الذي يكون المتغير مرئيًا للبرنامج النصي ، ويحتوي على القيمة التي تم تعيينها له وlocalPlayer تحصل هذه الوظيفة على عنصر المشغل الخاص بالعميل الذي يقوم بتشغيل النص الحالي. يمكنك استخدام المتغير localPlayer المحدد مسبقًا بدلاً من كتابة getLocalPlayer () و local هوه شيأ المحلي وlocalPlayer يلي هوه الاعب المحلي نعم كل شيء له شي مخصص يشغله عرفت اخي الكريم وشو بيجي معاه لازم تقرأه بلويكي
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  5. Não é recomendável. A própria Wiki do DGS também fala que é necessário muita memória de vídeo para manter o DGS funcionando.
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  6. I am interested in the mathematics behind ped "skinning". I know that a ped skin is defined as a map, where vertices are keys and a set of bones with a weight-number are the values. From what I'd imagine the weight-number should be a value between 0..1, the sum of all the weight-numbers for a single vertex should equal 1. So is my assumption correct that the skinned position of each vertex is the sum of all relative-to-bone positions of each vertex multiplied with the corresponding vertex bone-weight? (weight = 0 for no weight of a bone) We need to get this definition straight so that the mathematics can be correctly applied in the vertex shader!
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  7. Why don't you just wait for the server-event anyway? You should replace the skins once the access-grant event has been triggered on the client. You could use the resource-start event for triggering the permission-request-event to the server. Also remove those timers because they make no sense. addEventHandler("accessGranted", resourceRoot, function() engineRestoreModel(1) engineRestoreModel(2) loadMod(...) loadMod(...) end) You should grant the access to only one client. Currently you are triggering the event for every client on the server which is wrong: ... triggerClientEvent(client, "accessGranted", resourceRoot) ...
    1 point
  8. Sounds like you want to use this MTA library resource: How about you try creating a script that uses this resource by @FernandoMTA?
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  9. You could try modifying the vertex diffuse colors of the ped model so that you embed a "morph weight" for each vertex into the alpha channel. This would require modification of the ped model file. I am not sure how RenderWare does treat those ped colors. Then you can read the alpha channel value in the morph vertex shader. If the alpha channel is zero, then no morphing is performed on the vertex. Otherwise you can scale the morphing by ( alpha * GLOBAL_MORPH_SCALE ) where alpha is color value inside of the shader ranging from 0 (no opacity) to 1 (full opacity). Try setting the alpha channel values for body parts that you do not want to be morphed to zero. Then apply a non-zero alpha channel value to body part vertices that you do want morphed. Inside of the shader pass 1 as real alpha value to the pixel shader. I don't think that peds use alpha values in vertex colors anyway.
    0 points
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