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Showing content with the highest reputation on 19/02/23 in all areas
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Primeiramente você precisa corrigir a indentação do seu código.1 point
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Hello, Effective immediately it's no longer possible to: - Report players to AC team - Appeal any global bans Do not attempt to report players to MTA staff team, or appeal any bans. It doesn't matter what you think or believe in, they will no longer be processed. A) If you need to report a player, please contact admins on the server they are playing on. Server admins should pay the amount of attention that staff in other multiplayer games (with hosted servers) typically pay, and owners should be mindful of script security and scripted anti-cheat solutions to fill in some cracks that started to be created over the past few years, and continue to do so as a result of lowered manpower within the MTA AC team. B) Appealing bans is no longer needed as permanent bans have been removed last month, and any of the handful of cases not covered aren't meant to ever be appealed, without exception. Temporary bans were never meant to be appealed, although some staff member's intepretation of that (while redirecting users) has varied - if you got a temporary ban, wait for it to expire and surely you got a feeling of what not to do/not to run next time while MTA is opened, to avoid getting banned again. AC team is actively monitoring the reliability & integrity of standard detections that may lead to temporary bans, that's one of the things its manpower still allows it to do, so you can see why we're confident to go this route - any leakage of appeals in places they don't belong/users contacting MTA about their bans anyways, our experience has learned is 99.9% users that know why they got banned but won't accept it and are persistent.. as before, all such inquiries won't lead anywhere, but especially now we said "No appeals anymore" there will be zero interaction and certain behaviors may also lead to removal from the respective platforms where inquiries are made in a persistent or disruptive fashion. Finally, regarding cheaters - the level of sophistication that our AC has reached due to years of playing a cat mouse game with cheaters, is a hugely raised border for cheats to be made and will continue to do so (as methods that were used in the past were patched as per the spoilered text in this topic, so they can't be re-used). However, with the loss of dedicated AC developers within AC team, comes that we can no longer keep up as before, this situation has existed for the past 2 years so as of this post nothing is abruptly changing, it's just the point of admitting we won't be tryharding as much as in the past to be known as totally cheater-free game, a reputation we held for long. If you look around in the gaming industry, you'll see that we held up pretty well in comparison, but the cheating industry (due to toxicity demand) has also hardened, and after 20 years we are low on manpower which is fully understandable. We will continue to bring AC improvements and get rid of emerging cheats and cheaters, but at our own pace, without external pressure or too high community expectations, from now on everything is on a best-effort basis and the point is that there may be periods during which we can't make any waves due to manpower constricts. You can see that this topic intends to lower your expectations and respect the amount of free time we (as volunteers) are able to invest, and get off our backs for things being different compared to some years ago. We're also OK to restrict ban appeals and player reports so we can delegate all of the manpower that's left on our new strategy, breaking cheats (patching them) and just preventing them from working to begin with, instead of permanently banning cheat users and having to deal with them "regretting" in ban appeals. We are also OK to restrict reporting cheaters as our focus shifts to breaking the cheats, and to get the required information to break one, we have our own methods and channels so much that we don't need any sort of reports. Due to the state of anticheat and heuristics, we always have a good picture of abnormalities and what cheats are doing, so the main limiting factor is manpower to get to work with what we have & know. Enjoy the game, and remember that player desires make the market for servers - so if you see too many cheaters, ask server owners to invest their time in training server admins to be on the lookout for cheaters and ban them, script protection/alert systems, and after all, have some peace of mind because cheating in MTA will always be a raised border and still won't be as common as in directly competing projects. // Note: using the bug bounty program for security bugs remains possible, end user security will always be among MTA team's top priorities. The program has been frozen for cheats, though, and documentation will soon reflect that.1 point
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Hello everyone, I'm not an active member on the MTA Community and I don't know if this is the best place to post my small contribution. Basically I've coded one small app that converts a figma project into a lua script with dxDraw function. With this converter you'll be able to design your server inside figma and generate all code automatically. This app just generates the design, nothing more. I have intentions to maintain the repository with more updates, so keep an eye on it. Here's the repository: https://github.com/was547/OpenFigmaToMTA Unfortunately I can't post any photos here, but once the app is open sourced you're free to check the code, compile and use. Also I'll create some tutorials soon of how to use. Any bugs feel free to open an issue. Regards, Woz1 point
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If you're having issues with models or are looking for help on how to achieve certain results, feel free to ask in here. Note: Please check the Guide section before asking questions in here. Frequently Asked Questions on GTA modding the FAQ is on 3DS Max, though can be applied for various app's Lighting and Shading #1 Why can't I change the smoothing of my model? Your model contains duplicate vertices - this is a typical issue within GTA importers. They tend to break the vertices/split the edges on import, requiring to be welded. View the spoiler for a potential fix. #2 My map model is overexposed in day and night time. Your model lacks vertex color and illumination respectively. The GTA engine uses vertex color information to define lighting which is baked into the model. View spoiler for a potential fix. #3 Why is my Infernus model so bright? GTA engine calculates brightness of vehicles based on map objects collision brightness (that it's standing on) and the vehicle surface properties. View the spoiler for a potential fix. #4 My striped Bullet has different brightness for primary and secondary colors. GTA engine uses different lighting techniques for vehicles than map objects. Some of which are specular lighting, which in short brings a fake highlight onto the vehicle surface, illuminating it. View spoiler for a potential fix. Modeling #5 Certain polygons are not visible ingame, but looks fine on 3D editor. GTA engine among most other game engines uses backface culling, which kills the faces that are not facing/are blocked by ones facing the camera. This procedure is done to save memory. View the spoiler for a potential fix. #6 Can I make scissor doors for my vehicle without requiring scripts? It is possible to modify how vehicle doors appear in their open phase. It involves changing the rotations of dummies and their children objects, the doors. View the spoiler for a potential method. #7 How does vehicle reflections and chrome work? GTA vehicles uses 2 UV channels; first for diffuse, second for env and chrome mapping. If the secondary UV channel is not unwrapped properly, the env/chrome will either not work or flashes too often. View the spoiler for a potential method. #8 I can see through my vehicle chassis when looking at the police decals, why is that? Materials that are responsible for alpha needs to be last in the multimaterial list. If this is not done, textures like police decals will not render parts of the vehicle behind the alpha. View the spoiler for a potential fix. #9 How do I make a vehicle paintable? GTA SA requires models to have a certain colorcoded material applied to the surface of vehicles that needs to be paintable. It also needs (optionally if using textures) a texture that is not black. As anything that isn't black will be. If parts of the texture is grey, the color ingame will look sort of dirty or old. View the spoiler for a method. Miscellaneous #10 I have imported des_sherrifsgn1.dff into 3ds and extracted the textures into a folder, but they aren't displayed. It is not enough to extract the images, you'll have to tell the program where your textures are stored for it to apply them on the model. View the spoiler for a potential solution. #11 I want to remove Wuzimu's glasses and export it to my game. How do I do this? You're going to need a GTA formats importer. I prefer Kam's vanilla tools for skins due to its decent support for bones and skinned models. View the spoiler for a potential method. #12 What file types are worth to know about? GTA has many, many file types, and a lot of them are not natively available in MTA unless you modify your server's anti-cheat system to allow locally custom data files etcetera. So if we're going with MTA friendly files, there are a few. View the spoiler. #13 Where do I find shared vehicle textures, and what's each their use? You can locate the .txd for shared textures in GTA SA dir\models\generic\vehicle.txd. It stores textures which are used for SA vehicle lights, lighting and many more textures, which are used across hundreds of vehicles. As these textures are found in your local files, none of them are required to be added to custom vehicle .txd files, making for potentially very low file sizes. View the spoiler for a full list. #14 I have downscaled my model, but in-game it remains the same size as before. If your model's scale values says something like 76,144, 76,144, 76,144, it will reset to 100, 100, 100 on export. To correct this, go to Utilities panel, click Reset xForm, Reset selected, then right click the modifier and collapse to. Now your model will have its new scale applied. #15 I have converted a Counterstrike map and turned the main mesh into a collision which is 250kb. I am getting invisible walls, why is that? GTA has a very low polycount limit in regards to collision models. Not to be confused with collision primitive models, which are spheres or boxes, but the CM itself. If it is above or around 5000 (needs additional sources...) polygons, issues will occur, such as invisible walls or as if there's a large box blocking the entire model off. Another culprit for collision issues is the pivot point and position that the collision is exported at. You need to set the collisions to 0, 0, 0 and pivot point needs to resemble that of the main model, otherwise they will not line up properly. #16 My character movement is bugging on custom modeled stairs. GTA III, VC and SA do not have support for advanced staircase collisions, and so they require a different approach, which is a planar ramp or slope if you will. This may not look very good when the character steps on the stairs, however it is the most performance and bug-less method around. **Please feel free to contribute to the FAQ by leaving a comment here or through PM. It will be greatly appreciated.** little note for colors #B8E0B6 #4A4A4A1 point