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  1. Works like a charm, thank you, problem solved! But I think it should be ultimately divided by line thickness instead of multiplied - at least that's how I got these calculations right. If anyone wondering: dxDrawMaterialSectionLine3D(x, y, z, x, y, liftZ + liftHeight, 0, 0, 16, ((64 * ((z - liftZ) + liftHeight)) / (64 / 16)) / 0.1, misc.chainTexture, 0.1)
    1 point
  2. To achieve the desired result, you need to calculate the chain length, for example, with getDistanceBetweenPoints3D. In the dxDrawMaterialSectionLine3D function, the U Section Size needs to be the same as the texture width (16), and the V Section Size needs to be the texture height (64). However, this alone does not yield the desired results. You also need to multiply the V Section Size with the calculated chain length, divide by the texture aspect ratio (in your case, 64/16) and finally, multiply by the line thickness ("width"). I recommend to create a helper drawing function for this, with arguments: start position, end position, chain thickness.
    1 point
  3. Hey guys - It has been a long time since we last posted or updated this thread. We are aware that the first page is filled with outdated information at this point, but we are happy to announce some new spicy information. The AGRP Staff team present to you guys, something new to the MTA-ROLEPLAY community; Source: Posted by - SonnyB Lead Administrator on ArdicGaming's offical discord, — 11/14/2023;
    1 point
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