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  1. Hey MTA community! I’m excited to release the latest version of the In-Game Lua Editor for MTA:SA, now with even more powerful features to enhance your development experience directly inside the game. What’s New in v3.0: Create Resources directly in the editor, with the ability to choose the folder (e.g., [ADMIN], [GAMEMODES]) for resource creation. Rename and Relocate Resources in one action, making resource management easier. Delete Resources with a confirmation dialog to avoid accidental deletions. Create and Edit HTML Files alongside Lua files, allowing you to handle both HTML and Lua resources directly in the game. Base Path System to restrict developers to specific folders, making it perfect for team organization and isolating workspaces. Function Blacklist: Automatically block dangerous functions like loadstring, setAccountPassword, removeAccount, and others for added security. In-Panel Notifications to give real-time feedback for every action performed in the editor. Security Enhancements: Full ACL Permission System to control access and operations. Activity Logs with SQLite tracking every create, edit, delete, and rename operation. Path Protection and additional security measures to prevent risky operations. Video Demo: Watch on YouTube Download: Download the Resource Here GitHub Repository: Visit the GitHub Repository How it Works: The In-Game Lua Editor allows you to browse, create, edit, and delete Lua and HTML files all in real-time directly inside MTA:SA. No need for external editors or FTP uploads, and no server restarts required. Installation Instructions: Download the resource and add it to your server. Grant "Admin" ACL permissions to the resource. Edit the permissionACL variable in editorS.lua with your admin group. Use the /editor command in-game to open the editor. Let me know your thoughts and feedback! This tool has saved me countless hours, and I hope it helps improve your development process as well. More updates and contributions coming soon! Developed by BranD - Trident Sky Company
    5 points
  2. Tired of San Andreas water that looks like someone spilled green paint and called it “good enough”? Meet this shader: water so realistic, you'll forget you're in a 22 year old game. Enjoy ripples, reflections, and surface waves that almost make you wish GTA had fishing. Boats finally look like they’re actually in the water not floating on radioactive soup. Best part? It’s fully customizable tweak the look, the color, the movement, or make the water as cursed as you want. Plus, it’s at least kind of optimized to run smoothly on hopefully most rigs, so you won’t need a NASA PC to enjoy the water. Just install it, and watch your players get distracted and drive off a pier. https://community.multitheftauto.com/index.php?p=resources&s=details&id=19007
    4 points
  3. MTA UI Editor is a project created with the goal of making interface creation for Multi Theft Auto (MTA) much easier and more accessible. The editor provides a dedicated visual application for building interface windows for MTA, supporting both DxDraw-based interfaces and MTA’s native UI system. With it, you can visually design your interfaces and export them already prepared for direct use in your MTA resources, saving a significant amount of development time. This is the first version of the project, so some configurations may still be inconsistent or incomplete. If you encounter any issues, unexpected behavior, or have suggestions for improvements, please open an issue on the project’s GitHub repository. Feedback from the community is extremely important to help improve the tool. Requirements Windows .NET Framework 4.7.2 Open Source The source code is completely open and free. Anyone is welcome to modify it, improve it, or contribute to the project in any way. Download: https://github.com/was547/MTAUIEditor/releases Official Repository: https://github.com/was547/MTAUIEditor Picture: https://ibb.co/LXYgXdqV I don't know if I have published in the right place on the forum, sorry if this is the wrong category for this kind of resource, greetings!
    3 points
  4. -> develop and sell cheats for players to abuse in servers -> develop and sell anti-cheat for servers to defend from cheating players -> win-win with both sides
    3 points
  5. Hello MTA players, I realised that I had to create this post because I got a lot of feedback, I stopped all my activities in MTA and I don't play MTA anymore because I had to make some changes in my life and change my life direction, I saw MTA in 2010 and I started playing, during this time I made very good friends, developers and players, so I would like to thank you all endlessly, 3 months ago I stopped all my activities in MTA, but I was still receiving a lot of message requests (for paid development or other issues) after that I gave everyone goodwill feedback, but I had to stop this because I was receiving a lot of messages from MTA servers and players, Anyway I have to say that I will miss all MTA players and developers, I will visit from time to time but I won't have much time for that, for some players who will try to contact me I have to say that I don't have a discord server and I don't answer private messages, I think you will be understanding and thanks for that... I have reached the end of my career in MTA. I have worked voluntarily on many servers and participated in numerous projects. I have sold all the projects I worked on, both paid and free, and I would like to announce that I will no longer be continuing my projects. I had a great time on many servers, and for that, I want to express my gratitude. Finally, I am deeply grateful to the valuable members of the MTA team, as they have helped me in many ways. Some of them include @Sarrum, @Vinyard, @Citizen, @IIYAMA, @AlexTMjugador, and myonlake (Patrik). I will miss you, guys!
    3 points
  6. Hello MTA community! My name is Ehsan/Exxon I’m excited to share a project I’ve been working on: mtasa-nestjs – a high-level API server framework for MTA:SA, inspired by Express.js and NestJS. What is mtasa-nestjs? mtasa-nestjs is a modular, structured Lua framework that makes building server-side APIs for MTA:SA simpler and more scalable. It brings modern backend patterns like Controllers, Middlewares, Guards, Interceptors, and DTOs directly into MTA:SA resources. It’s perfect for developers who want to build secure, maintainable, and professional APIs for their game servers. Key Features Express.js / NestJS-inspired structure: Clear separation of concerns for Controllers, Middlewares, Guards, and Interceptors. JWT Authentication & Password Hashing: Built-in secure JWT (HS256) implementation and password hashing from scratch. DTO Support: Validate and structure input data for cleaner code. Middlewares & Guards: Handle CORS, JSON parsing, authentication, authorization, and more. No External Dependencies: Works out-of-the-box in Lua for MTA:SA. Why I Built This Many MTA:SA servers handle HTTP requests in an ad-hoc manner, often leading to messy and hard-to-maintain code. With mtasa-nestjs, you can structure your API like a professional backend framework, making your server easier to scale and maintain. Example Usage Creating a JWT Token: local token = jwt.encode({userId = 123, role = "admin"}, "SECRET_KEY") iprint(token) Protecting Endpoints with Guards: AuthGuard = function(ctx) local authHeader = ctx.headers["authorization"] if not authHeader then error(Exception.Unauthorized("Missing Authorization header")) end local token = authHeader:match("^Bearer%s+(.+)$") local payload = jwt.verify(token, "SECRET_KEY") ctx.user = payload return true end Why You Should Try It If you’ve ever wanted a clean, structured, and modern API architecture for your MTA:SA server, this is a great starting point. It’s fully modular, fully Lua-based, and ready to handle complex server-side logic with minimal fuss. Where to Get It Ready on my github repository called mtsa-nestjs Make sure to create your own controllers, guards and etc. I’d love to hear feedback from the community. If you try it out, let me know what features you find most useful or what could be improved. Happy coding!
    2 points
  7. This fan-made list features free, open-source, popular and reputable Multi Theft Auto resources containing Lua scripts that are not compiled or obfuscated. The goal is to provide a simple starting point for developers who want to learn from high quality code, reuse well maintained systems and contribute to projects that benefit the entire community. All resources included here are publicly available, actively used by players or servers, and shared with the intention of supporting collaboration, transparency and better development practices. Anyone is welcome to suggest additions or improvements so the list can stay accurate and useful for newcomers and experienced developers alike. The Multi Theft Auto server comes with a pack of official resources preinstalled. The full list of these default resources (and more information) is available on this MTA Wiki Article. Highlights: Map Editor Freeroam "play" gamemode Race gamemode Handling editor "hedit" Map fixes Scoreboard (TAB player list) Country of IP Address Admin Panel Performance Browser The list of the community/fan-made MTA resources is hosted on the following Google Spreadsheet for ease of maintenance and accessibility for everyone. https://docs.google.com/spreadsheets/d/1bbr-cXRvWQuyaNx0KtI2Imk4bD0UTWKxx0x8sh2FGKM/edit?usp=sharing Want to suggest a change or addition to that list? Reach out to us on the MTA Discord or here on the forums. It helps if you share your resource on #showroom (MTA Discord), community.multitheftauto.com, forums 'Resources' section, etc...
    2 points
  8. Sphene is now officially open source! https://github.com/sphene/sphene-mta Excited to work with all of you, to turn this highly experimental pile of trash into something beautiful! Remember, Sphene historically has been very experimental. Many different approaches were tried and researched and that has left a lot of experimental, legacy and unfinished code. It's not the most glamorous, but we're still proud of it! Together we'll refactor the legacy code, we'll finish the unfinished pieces and we'll work through all the large problems that are ahead of us. Repository wiki will be filled with information, and lists (current states of each mission, etc) in the coming days. REMEMBER! Sphene is NOT production ready. We will only help those who want to contribute to our development with setting up their local development versions.
    2 points
  9. Hello all. The holiday season is finally here, and we have prepared a more compact summary post for you than usual. Please read on to see, what we have been up to lately. GTA VI The upcoming year will bring us the next game from the Grand Theft Auto series - GTA VI. Planned to launch in Fall 2025 on consoles, it will likely arrive on PC as well, just some months later. The second trailer for GTA VI is also rumoured to be shown soon, with some elaborate fan theories backing these rumours. Will the game be good? Only the time will tell, but looking back, there was not a major GTA game release from Rockstar Games that was bad (for the sake of this argument, let's consider the Trilogy as a minor release ). That alone makes it worth to look forward to it, and it will be also nice to re-visit Vice City similar to how we did it with Liberty City and San Andreas. MTA Status and Updates Not much to report in regards of MTA - we have been focusing on improving various parts of our infrastructure, which is not immediately visible at first glance. Still, since there are many areas that need the attention, there is a lot of work involved. Thankfully, CiBeR, Botder, Lopsi, Dutchman and others have been looking into it. Thanks to the hard work done by our Helper - FileEX, we have also refreshed the Lua syntax highlighting system on our Wiki. For a long time it was unmaintained, causing many of the recent MTA scripting functions and events to be not correctly highlighted in the code snippet examples on the wiki. This has changed though, and it should be working much better now. We have been also tinkering with our #MTASpotlights hashtag on X / Twitter. We are still exploring this idea, but nonetheless, thank you for your submissions so far. If you would like to share some media that we could promote, you can do so on our Discord, just please make sure to read the guidelines beforehand. And, naturally, there have been additions to the mod's source code now and then, bringing in new scripting functions and bugfixes. Similarly, we have been pushing those as client updates for you, also now and then. Player Counts and Other Statistics Type Amount of players Date / Time Recent peak number of concurrent unique players 24,808 players 2024.12.22 (at 18.13 GMT) Highest recorded number of concurrent unique players 52,098 players 2020.04.02 (at 18.00 GMT) Recent number of daily unique players 95,445 players 2024.12.15 (Sunday) Highest recorded number of daily unique players 185,818 players 2018.02.03 (Saturday) Recent number of monthly unique players 478,736 players September, 2024 Highest recorded number of monthly unique players 805,903 players January, 2018 For a mod for a game that is nearly 20 years old now, these are fairly good numbers. Smaller than last year, but still impressive. We are glad that you are still with us. MTA:SA version or series Percentage of players using that version or series as of 24th of December, 2024 1.6.0 99.5% 1.5.9 0.4% <1.5.9 0.1% Also, as of 24th of December, 2024: there are over 90,000 members on our Discord server, we have got 13,790 followers on X/Twitter, 58,000 users follow our Facebook fanpage , and our Steam Community group has nearly 50,000 members. --- To end this post on a high note, we would like to take this moment to wish you all Happy Holidays and a Happy New Year. Enjoy the Season and take care. -MTA Team
    2 points
  10. I am working with Cursor. Which is a fork of Visual Studio Code modified with AI in mind. It is my daily driver. The free version should give you enough monthly requests to finish your script. An no this is not a stupid AI, it is a optimised version for coding after all. You can even choose which AI you want to use, but some advanced may be behind a paywall.
    2 points
  11. PARKING METER SCRIPT COMPATIBLE WITH THE NEWEST OWLGAMING VIDEO SHOWCASE INTERESTING FEATURES OF THIS SCRIPT: dxDraw UI – modern and user-friendly display (like a real parking meter). Hourly parking system – players can choose how many hours they want to park up to 24 hours (to prevent unrealistic over-parking) Dynamic price calculation – price is automatically calculated based on time. Active/expired parking check – players can extend their active parking or start a new one. Sound effects – confirmation, payment. and error sounds. MDC integration – all payments and parking data are stored and then shown in MDC. Multiple parking zones – you can add unlimited zones and meters via config file. PAYHIP LINK If you have any questions, feel free to text me on Discord! (fajlyp)
    2 points
  12. MTA:SA - Claire Anticheat Claire is a modular, lightweight anticheat resource for MTA:SA, designed to improve the integrity and fairness of servers. Its core philosophy is simple: organize detections into clean, independent modules, make them easy to configure, and build an open platform that others can expand and improve. Claire runs silently in the background, acting as a guardian layer — constantly monitoring player behavior, network conditions, and client-side integrity without interfering with gameplay or degrading performance. Its design favors discretion and precision, targeting cheats without disrupting legitimate users. If you're looking for a solid, customizable way to secure your MTA:SA server, try out Claire. Why does it matter? By being fully open-source, Claire gives server owners an accessible and transparent tool to detect common exploits and improve their server environment. But more than that, it invites collaboration. The idea is that, together — through testing, feedback, improvements, and shared knowledge — we can create a more solid, trustworthy anticheat resource that benefits the entire MTA community. Current features Claire currently includes over 20 independent detection modules, covering movement, combat, environment manipulation, network spoofing, and more. All detections are modular, configurable, and designed to operate silently in the background with minimal performance impact. False positives are rare thanks to tolerance-based logic, score systems, and heuristic analysis. Overall reliability across all modules is expected to be around 95%, all features are listed at our GitHub page. Contributing Claire is an open-source project — contributions are welcome! Feel free to contribute with PRs, reports, or suggestions at our GitHub page. You can also reach out to us on Discord. Download Download from MTA Community: latest release - 1.1.5 from 2025/04/22 Download from GitHub: latest release - 1.1.5 from 2025/04/22 Please check our GitHub page before downloading it, I'm open for suggestions.
    2 points
  13. Link: https://payhip.com/TheDarkQ
    2 points
  14. It is indeed a kind of attack. It means that the player is able execute clientside-code on demand. The attacker is triggering 'known generic events' which might be handled by the server. The ones that are unknown are in your logs, the ones that are known and trigger able are not. But that does not mean that the ones that did trigger didn't cause unwanted results. You might want to consider to restart the resources, just to make sure there is no memory leak. The event which AngelAlpha mentioned can indeed help with detecting that kind of attacks. As an extend you can also add a honeypot, which in this case are 'unkown' events for your server but know for other servers. When a player uses this kind of attack again, you can ban them automatic. You might want take a closer look at your logs for candidates (for example money related). There is also this event: https://wiki.multitheftauto.com/wiki/OnPlayerTriggerEventThreshold But be careful with automating things, always test these kind of stuff or you might accidentally nuke your own player base.
    2 points
  15. Ofc you are right. and this should always be good advice for everyone to not mess with critical data. i know it, and more programmers should know that. i like to organize everything in hierarchy of importance. like cars possitions can be lost if something happens wrong. as that's not so crucial to server working after shutdown. and in database are still hold relativeley "fresh" data, like vehicle possitions and so on. But money and housing systems for examples are 1st or 2nd importance. so it must be sure that after buying a house money amount is right and house owner is assigned afap in buffer and database. and ofc validate everything. yeah i know that i can do that this way. but i was thinking about directly working with server objects. like buffermodule takes objects how they real look like. and scan only for lets say vehicles. and all previous ideas of how it will be implemented in lua. and make them in Cpp instead of lua. oldtable newtable etc. direct calling from module to built in dbFunctions should be faster in theory. and if i use some coroutines i can prevent that way server from lagging. but still keeping the lua code just to drive module. but i can mistaken somewhere and what i think can be fast. can also be not fast. on one side i can then keep everything hardly bounded together. but on the other side it can be error generating nightmare. what i know from experience in Cpp xD. and my question is. do i'm right about it? and if so. are there good sources to start with it? cause personaly i didn't found anything more usefull on the internet than example module. and ofc mta blue repo. im having in mind some sort of documentation. cause looking at servers source code just to get an idea of how module should look like and work pushes me back even from trying. im doing it everyday, so getting point of my mates is my second nature. but mta blue server is a lot of code. so i guess my natural questions are. if there is a chance that server can save 5% to 10% of power and space. is there any code documentation? so i can short my working time on module. ofc if im right that it can save cycles. i never wrote mta module, and didn't heard opinions of people who did. maybe someone is reading this rn. please get in to discussion. you can help me and others just by getting in to discussion. EDIT also thanks for earlier replying @IIYAMA
    1 point
  16. For some changes it is a good way to save resource. Like for example statistics or car fuel. But do not do it for critical data. When for example your power shuts down, it could create weir de-syncs. (Like if you were buying a house ingame: you do not receive the house [in buffer] but the money has already been withdrawn [not in buffer]) You can use MySQL + dbConnect, instead of writing a custom module. The current MySQL module available is blocking the CPU thread, so that is not really an option for 200 players in my opinion. Also a way to save resources, is to enable multi_statements: local connection = dbConnect("sqlite", "database/database.db", "", "", "multi_statements=1") When for example if you want to remove data at multiple tables. dbExec(connection, "DELETE FROM shared_memory_file WHERE clientId = ?;DELETE FROM shared_memory_frame WHERE clientId = ?;DELETE FROM shared_memory_frame_position WHERE clientId = ?", clientId, clientId, clientId) Or get data from multiple tables: dbQuery(processRequestSharedMemory, { player, clientId }, connection, [[ SELECT variantKey, item, fileData FROM shared_memory_file WHERE clientId = ?; SELECT x, y, item FROM shared_memory_frame WHERE clientId = ?; SELECT x, y, z FROM shared_memory_frame_position WHERE clientId = ? LIMIT 1 ]], clientId, clientId, clientId)
    1 point
  17. Vice Roleplay proudly announces the upcoming launch of a server that brings a realistic roleplay experience to the city of Miami and Miami-Dade County, during a time of profound social change and complex law enforcement dynamics a period defined by the challenges and conflicts that shaped the city through crime, justice, and ambition. Vice Roleplay is designed to offer more than just entertainment; it aims to faithfully recreate American roleplay as it truly was in the early 2000s (2002), with precision, depth, and purpose. The project is built on historical accuracy, realistically structured factions, law and justice systems inspired by U.S. institutions, a balanced economy reflecting the early 2000s, and a strong focus on meaningful, story-driven roleplay. Within this server, every character matters, every decision carries consequences, and every story is shaped by the players themselves. The administration’s role is not to control, but to guide and organize, respecting the integrity of the experience and realism. We believe that players are partners in this project, and we welcome their feedback and constructive support, committing to transparency, fairness, and continuous improvement based on community experience. All development stages, including server launch, available factions, core systems, and the official opening timeline, will be publicly announced, ensuring that the community is part of the journey from day one. We promise an experience unparalleled in the RP scene, crafted for serious roleplayers, respecting realism and storytelling, and designed to create unforgettable stories within the city of Miami. Vice Roleplay this is Miami as you have never experienced it before. visit us today https://discord.gg/BjJk7eF64T
    1 point
  18. eyvallah o kadar uğraşamam olmuyorsa olmuyordur bir şey yapmışsın ama anlayamıyorum o kadar kod bilgim yok. oyunda açtıktan sonra silah değiştiremiyorum ve sesler gelmiyor silahtan
    1 point
  19. I am the owner of the Tehran MTA server with IP 5.57.39.170. I wanted to register my MTA server on this account. If I need a license, let me know and I will send it to you.
    1 point
  20. Witaj w nowej erze MTA:DAYZ! Przedstawiamy serwer MTA:DAYZ – The-DayZ, tworzony przez Trust & Machin. Projekt powstawał przez rok, jest w pełni autorski, pisany od zera bez użycia gotowych rozwiązań. Premiera planowana na zimę tego roku . Zobacz zwiastun serwera Dołącz do naszej społeczności na Discordzie ━━━━━━━━━━━━━━━━━━━━ Dlaczego warto wybrać nasz serwer? Każdy system został stworzony z myślą o graczach, zoptymalizowany i dopracowany, aby zapewnić stabilną i wciągającą rozgrywkę. Chcemy zaoferować coś unikatowego, nie kolejną kopię istniejących rozwiązań. ━━━━━━━━━━━━━━━━━━━━ Interfejs dostosowany do potrzeb gracza: • Wszystkie statystyki w jednym miejscu • Historia punktów premium i punktów gry • Przejrzysty poradnik, ustawienia bindów, FPS i audio • Możliwość personalizacji celownika oraz korzystania z kodów polecających • Lista osiągnięć, które możesz zdobywać podczas gry ━━━━━━━━━━━━━━━━━━━━ • Poziomy grup odblokowujące kolejne funkcje, m.in.:  – własny TAG na czacie  – blip lokalizacji śmierci towarzysza na mapie  – bonusy medyczne i inne taktyczne wsparcie • Ranking grup — na podstawie łącznych statystyk wszystkich członków grupy, takich jak zabójstwa, czas przeżycia, tworzymy dynamiczny ranking, który pozwala na rywalizację między zespołami i podkreśla najlepsze drużyny na serwerze ━━━━━━━━━━━━━━━━━━━━ Wprowadziliśmy bezpieczny system wymiany, który pozwala handlować nawet offline, co poprawia komfort rozgrywki i zmniejsza ryzyko oszustw. ━━━━━━━━━━━━━━━━━━━━ W grze spotkamy legendarnych bossów, w tym Groundera — przeciwnika, który potrafi tworzyć falę uderzeniową, podrywającą graczy i utrudniającą jego pokonanie. ━━━━━━━━━━━━━━━━━━━━ System craftingu pozwala na tworzenie unikalnych przedmiotów u wybranych NPC. Daje to możliwość zdobycia legendarnych rzeczy dostępnych wyłącznie poprzez tworzenie ich samodzielnie. ━━━━━━━━━━━━━━━━━━━━ Bazy zapewniają bezpieczne miejsce na Twoje przedmioty: • Możliwość ich zakupu za walutę premium lub zdobycia za punkty gry – dbamy, aby nie promować P2W • Rozbudowany system logów oraz szczegółowe nadawanie uprawnień – możesz przydzielać różne poziomy dostępu poszczególnym graczom, np. dostęp do konkretnego pokoju lub tylko do małego namiotu. W ten sposób poznasz ich, zanim dasz pełny dostęp do bazy. ━━━━━━━━━━━━━━━━━━━━ Na mapie pojawiają się rozbite pojazdy, które można przeszukać i zdobyć cenne łupy. Crashe wyróżniają się dużą ilością unoszącego się dymu, co ułatwia ich znalezienie. ━━━━━━━━━━━━━━━━━━━━ Ekwipunek został zaprojektowany tak, aby był prosty w obsłudze, a jednocześnie oferował przydatne funkcje: • Podgląd zdjęcia i opisu przedmiotu • Możliwość szybkiego zebrania całej amunicji jednym przyciskiem • Opcja wyrzucania kilku przedmiotów naraz ━━━━━━━━━━━━━━━━━━━━ Z uwagi na spadek popularności MTA:DayZ na polskiej scenie oraz chęć utrzymania wysokiej aktywności i zdrowego PvP, zdecydowaliśmy się czasowo zablokować dostęp do miasta San Fierro. Na tym obszarze znajduje się trująca chmura, która eliminuje gracza w kilka sekund. Jeśli serwer będzie się dobrze rozwijał, planujemy w przyszłości wprowadzić sprzęt umożliwiający bezpieczne wejście i ewentualne odblokowanie tej lokacji. ━━━━━━━━━━━━━━━━━━━━ Pojazd bez stali Pojazd ze stalą Została dodana możliwość montażu stali w pojeździe, która zwiększa jego odporność oraz zapewnia m.in. ochronę przed przebiciem opon. ━━━━━━━━━━━━━━━━━━━━ To nie wszystko — nie chcemy w zapowiedzi ujawniać wszystkich szczegółów, chcemy, abyście odkrywali je sami, grając na serwerze. Zapraszamy do wyczekiwania na start serwera oraz dołączenia do naszej społeczności na Discordzie: Discord Jeśli opis to dla Was za mało, zachęcamy również do obejrzenia ponad 30-minutowego filmu z serwera: Zobacz film Dziękujemy za zainteresowanie i zapraszamy do wspólnej gry!
    1 point
  21. Looks great, I can definitely say it’s a solid script. There are just a few small things that could make it even better if improved. For example, you could add a dialogue system with Arms Dealers, letting players buy weapons through that. Maybe also throw in some 3D sound effects when purchasing a weapon it’d give the whole thing a richer, more immersive feel.
    1 point
  22. Imagine advertising that you work with the "largest cheater groups in MTA:SA" lol
    1 point
  23. good job, if you have a different problem please post it here or create a new topic and tag m
    1 point
  24. There are two kinds of methods, one with setTimer and the other with the alternative onClientRender setTimer : The cursor always appears in the center for one frame after showCursor(true). function openPanel() showCursor(true) -- Save the last cursor position (values between 0 and 1) local x, y = getCursorPosition() -- Get the screen resolution local sx, sy = guiGetScreenSize() -- After 50ms, set the cursor back to its previous position setTimer(function() setCursorPosition(x * sx, y * sy) end, 50, 1) end onClientRender: Use a timer or onClientRender to set the position after showing the cursor. function panelAc() showCursor(true) local x, y = getCursorPosition() local sx, sy = guiGetScreenSize() local function imlecDuzelt() setCursorPosition(x * sx, y * sy) removeEventHandler("onClientRender", root, imlecDuzelt) end addEventHandler("onClientRender", root, imlecDuzelt) end your fixed code : local toggle = false local savedCursorX, savedCursorY local function togglePanel() toggle = not toggle if toggle then showCursor(true) if savedCursorX and savedCursorY then local screenX, screenY = guiGetScreenSize() -- Wait one frame before setting the cursor position setTimer(function() setCursorPosition(savedCursorX * screenX, savedCursorY * screenY) end, 50, 1) end else savedCursorX, savedCursorY = getCursorPosition() showCursor(false) end end bindKey("k", "down", togglePanel) I think you understand, if you have a different problem please post it here or create a new topic and tag me
    1 point
  25. I've run out of suggestions unfortunately, if i have smth i will come back
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  26. Is there any error on debug or F8? I dont understand why its not working
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  27. MAP Converters Some basic map converters that may be useful. https://mtaclub.eu/converters Please let me know if you find a bug!
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  28. My new SpongeBob SquarePants RPG server is now live. No need to make an account as nothing saves yet, but if youd like to check it out and leave feedback please post below. I will be working on the save system soon but for now its kind of a beta build. mtasa://144.217.174.212:39504 UPDATE 6/20/2025 11:10PM CST added stats and saving
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  29. function faroisd() local car = getPedOccupiedVehicle(source) -- get the car the player is in (could be false if not in one) if car and isElement(car) then if getVehicleOverrideLights(car) == 1 then setTimer(setVehicleOverrideLights, 100, 1, car, 2) else setTimer(setVehicleOverrideLights, 100, 1, car, 1) end end end addEvent("ligar", true) addEventHandler("ligar", root, faroisd)
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  30. Aquela / depois do * não existe. Remova ela.
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  31. Hello, player! Try downloading the MTA installer from the Wayback Machine, there you put the official MTA link, then just select a few days ago and download the Setup. I hope it works, everything worked fine here! https://web.archive.org/web/20250000000000*/https://multitheftauto.com select January 19th, then just download
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  32. Thanks IIYAMA... I am looking it over... Also, I notice you're famous XD (You made the wiki page to the function you just described)
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  33. There is also this useful function: https://wiki.multitheftauto.com/wiki/GetScreenStartPositionFromBox
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  34. function onClientResourceStart() map = Map.new():init() map:setBounds(x*30, y*30, x*1306, y*708) map:setAlpha(200) radar = Map.new():init() radar:setBounds(x*20, y*560, x*281, y*193) radar:setStyle(2) radar:setAlpha(200) radar:setBlipSize(x*24) radar:setVisible(true) -- Variables to track mouse movement mouseDown = false lastX, lastY = 0, 0 map.Switch = function() local wasVisible = map:isVisible() map:setVisible(not wasVisible) radar:setVisible(not wasVisible) showChat(not wasVisible) -- Only show cursor and bind keys when map is visible if not wasVisible then showCursor(true) addEventHandler("onClientCursorMove", root, handleMouseMovement) addEventHandler("onClientMouseWheel", root, handleMouseWheel) addEventHandler("onClientClick", root, handleMouseClick) bindKey("mouse_wheel_up", "down", function() zoomMap("in") end) bindKey("mouse_wheel_down", "down", function() zoomMap("out") end) else showCursor(false) removeEventHandler("onClientCursorMove", root, handleMouseMovement) removeEventHandler("onClientMouseWheel", root, handleMouseWheel) removeEventHandler("onClientClick", root, handleMouseClick) unbindKey("mouse_wheel_up", "down") unbindKey("mouse_wheel_down", "down") end end bindKey('F11', 'down', map.Switch) setPlayerHudComponentVisible("radar", false) toggleControl("radar", false) end -- Function to handle mouse clicks for dragging function handleMouseClick(button, state) if map:isVisible() and button == "left" then if state == "down" then mouseDown = true local x, y = getCursorPosition() lastX, lastY = x, y else mouseDown = false end end end -- Function to handle mouse movement for dragging the map function handleMouseMovement(_, _, x, y) if map:isVisible() and mouseDown then local currentX, currentY = x, y local deltaX, deltaY = currentX - lastX, currentY - lastY -- Move map based on mouse movement local mapX, mapY, mapW, mapH = map:getBounds() -- Adjust movement sensitivity as needed local moveSpeed = 1.5 map:setBounds(mapX - deltaX * moveSpeed, mapY - deltaY * moveSpeed, mapW, mapH) lastX, lastY = currentX, currentY end end -- Function to handle mouse wheel for zooming function handleMouseWheel(direction) if map:isVisible() then zoomMap(direction > 0 and "in" or "out") end end -- Centralized zoom function function zoomMap(direction) if not map:isVisible() then return end local x, y, width, height = map:getBounds() local zoomFactor = 0.1 -- Adjust for faster/slower zooming if direction == "in" then -- Zoom in: decrease size, adjust position to zoom toward center local newWidth = width * (1 - zoomFactor) local newHeight = height * (1 - zoomFactor) local newX = x + (width - newWidth) / 2 local newY = y + (height - newHeight) / 2 map:setBounds(newX, newY, newWidth, newHeight) else -- Zoom out: increase size, adjust position to zoom from center local newWidth = width * (1 + zoomFactor) local newHeight = height * (1 + zoomFactor) local newX = x - (newWidth - width) / 2 local newY = y - (newHeight - height) / 2 map:setBounds(newX, newY, newWidth, newHeight) end end addEventHandler("onClientResourceStart", resourceRoot, onClientResourceStart) function onClientResourceStop() setPlayerHudComponentVisible("radar", true) toggleControl("radar", true) -- Clean up any remaining event handlers if map:isVisible() then removeEventHandler("onClientCursorMove", root, handleMouseMovement) removeEventHandler("onClientMouseWheel", root, handleMouseWheel) removeEventHandler("onClientClick", root, handleMouseClick) end end addEventHandler("onClientResourceStop", resourceRoot, onClientResourceStop)
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  35. Хорошо, спасибо за уделенное время!
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  36. v5.1.0 released (forgot to announce it here) v5.2.0 released, changelogs: https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v5.2.0
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  37. ¡Hola a todos! Hoy les presento un proyecto único, un servidor de roleplay diferente a todo lo que han visto. Hemos creado un gamemode completamente desde cero, diseñado para ofrecer una experiencia de juego más rica, inmersiva y dinámica. ¿Qué lo hace especial? Cada sistema y mecánica ha sido pensado para brindarte un rol auténtico, donde tu historia, tus decisiones y tu interacción con el mundo tienen un impacto real. Desde un sistema económico estable hasta facciones equilibradas, todo está hecho para que vivas una experiencia de roleplay profunda y auténtica. Seleccion de personajes: Creacion de Personajes: Este es solo el comienzo. Estamos trabajando (yo solo) para ofrecer un mundo único, en constante evolución, y queremos que tú seas parte de él. ¡Únete a nosotros (a mi) y construyamos juntos algo increíble! Esta es mi idea de servidor y ya la llevamos por delante. ÚNETE. **Se necesitan**: -Scripters -Mappers -Administradores -Moderadores -Gente con amplio conocimiento en Roleplay Contactame en discord https://discord.gg/9b8BmYDgZ5
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  38. This feature is already available under Preferences -> Appearance tab, in the Skin section, select DarkVector for dark mode https://imgur.com/a/KyPB57e
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  39. COMPREI UM NOVO COMPUTADOR,BAIXEI O MTA,QUANDO ENTRO NOS SERVIDORES APARECE QUE FUI EXPULSO PELO ERRO AC #4 76CM QUANDO VOU ENTRAR NOVAMENTE APARECE QUE ESTOU BANIDO,SENDO QUE NUNCA JOGUEI NO SERVIDOR, QUANDO ACONTECE ISSO APARECE QUE ESTOU BANIDO EM TODOS OS SERVIDORES IMAGEM DO ERRO:https://imgur.com/a/tIWv25u
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  40. Introduction Modding is a term used when modifying components, files and what not, in this particular case modifying game installation files in order to achieve unique results not seen in the vanilla game. GTA:SA is 3D era, where modding the game requires special 3D packages. Older games such as GTA:II uses a 2D engine, which means that modding the game was commonly done with image editing applications. We will cover some aspects of modding game textures and models. This guide intends on introducing those inexperienced with modding and 3D as a whole, on how to obtain 3D software and their recommended tools. It also introduces ways to import and export models, basic workflows for 3ds Max, texturing and creating models. TOC 3D packages, helpful tools and how to obtain them Extracting game assets How each type of game model works Limitations - MTA vs GTA Working with 3ds Max Texturing a game-ready cube 3D packages, helpful tools and how to obtain them There are various applications being used for modding. Although some has more tools available, there really isn't one that tops the others. In this section there'll be lists of a few 3D packages and tools used for modding. 3ds Max, arguably the most used program with the greatest amount of third-party plugins and scripts for various games. For GTA:SA, this program is favored by many modders due to it having 3rd party scripts for dealing with animations, collisions, lighting, modeling etcetera. There isn't much that 3ds Max can't, that other programs can, when it comes to GTA:SA modding. Although this can be expensive to run on a longer term, there are education licenses available which last for 3 years. These do not allow commercial use, and is marked purely as "educational use only". View more. Kam's (vanilla) max scripts, the first official script package for modding GTA:SA with 3ds Max. After the release of his scripts, a lot of others has developed scripts of their own, some of which are more optimized and less prone to issues. Even despite Kam's scripts having overseen issues, it is still to this day widely used for tasks such as, but not limited to; IPL map generation and import, collisions, animations, characters, vehicles, environment modeling. View more. Kam's (2018) max scripts, a modified version of Kam's vanilla scripts for 3ds Max. Notable features that were added are; DK22pac's Normal map plugin support, reflection map support for environment models, 2dfx panel for lights such as aircraft lights or street lamps. View more. The Hero's RW importer/exporter, a modern plugin that works extremely well with vehicles and environment models. Due to its simplified layout it is very easy to get used to. It's far recommended to use for vehicle model import/export due to its quality handling and materials, which are based on RW formats (renderware, the engine GTA:SA runs off). With the plugin using different model material formats from Kam's, it comes with a maxscript to convert scene materials from GTA_MTL to RW_MTL and vice versa, if needed by the modeler. View more. Deniska's max scripts, a pack for various types of GTA:SA modding, some features are obsolete for MTA users due to IPL and IDE modification required. Although, the pack does come with a few tools that may be useful to MTA modders, such as prelight tools to set the vertex colors and illumination to fixed values. View more. DexX's 2dfx export script, a standalone 3ds Max script that exports Omni and Dummy informations to .sae file formats, to then be added to the .dff using RW analyzer. With this script it's possible to integrate lights and particles into custom models, e.g flashing aircraft lights, street lights, fire and smoke, etcetera. With the release of Kam's 2018 scripts, this script is used less as using Kam's may be less work for some cases. View more. Blender 3D, a freeware (yes, completely free, no paid watermarks or any limitations), not as favored by modders throughout the years until recently, where a developer has released his script 'DragonFF' on GTAforums. Although it is WIP, modders has already binned 3ds Max and moved permanently to Blender. Although Blender is free, it actually combines several programs into one, allowing a Blender user to sculpt, paint, do lighting, professional rendering and modeling in one. A recent update in 2019 changes the RMB selection to LMB and UI among other things, making for a potential alternative to 3ds Max. View more (Blender). View more (Blender GTA script) Zmodeler, not as commonly used as the aforementioned programs, although it is being used very frequently by modders in various games, most notably for GTA:games. It does not have support for skinned characters, although it is being commonly used for vehicles, and sometimes environment modeling as well. This is a fairly inexpensive solution, but lacks tools for more broad modding. View more. Sketchup, a 3D application that focuses on architecture. For modding, it is a rather uncommon, though has a free and paid version and can be used for seemingly OK modeling. It does not have access to any 3rd party scripts for GTA:SA, hence its only use is modeling and then exporting model files to then import into 3ds Max or Blender. View more. Photoshop, mainly used for graphic design, but can also produce 3D models, video, GIF and textures for assets. Photoshop is the most favored by modders in regards to working with textures e.g paintjobs and retexturing. Although there are alternative image editors in the market, Photoshop definitely hits the top in terms of usable scripts (user-customized scripts as well) and ease of workflow. View more. DFF Viewer, a 3D graphics engine that is used for visualising GTA:SA models and supports .DFF and .TGA formats. Only single dff's can be loaded at a time. Though this is rarely used by those who has access to 3ds Max and Blender, it is commonly used for troubleshooting/testing work that involves retexturing a model e.g changing the clothing textures of a character. This program is entirely free and available from various GTA modding sites. View more. TXD Workshop, a texture dictionary editor that has been around for years, only since recent years to be succeeded by Magic TXD. Though TXD Workshop may not be the best for setting up TXD files, it has a built-in IMG archive editor, allowing one to browse all of the contents of gta3.img. View more. MagicTXD, a new texture dictionary editor with features for mass exporting .TXD contents from folders into image subfolders, texture compression, mipmaps, resizing textures etcetera. This is broadly used for .txd files and almost took over TXD workshop when it comes to working with texture dictionaries. View more. RW Analyze, a multi-use program with notable features being; ability to lock/unlock game files, add data to game models e.g 2dfx and vertex colors information extracted from other DFF files. View more. Extracting game assets In order to start modding GTA, access to the files is required. The files in question are commonly found in parent files that require some sort of program to open. In this case, TXD Workshop or any IMG editor and optionally Magic TXD for later on will work just fine. The below steps shows one way to extract all models and their texture dictionaries. For IMG editors (e.g Alci's IMG Editor): Open the editor. Under File, select Open. Find gta3.IMG stored in GTA SA directory\models. Highlight the first file in the list, then scroll down to the very bottom and SHIFT+LMB click the file on the bottom. This highlights every file in GTA3.IMG. Right click the list of files and select Export. On the popup window, find and select, or create a new folder on desktop called GTA SA ASSETS. Click enter to proceed. ((For cases where specific files are wanted, use the search field to find the necessary files and export them individually)) For TXD Workshop users: Open TXD Workshop. In the toolbar it says Open IMG. Click this, then find and select gta3.IMG stored in GTA SA directory\models. Highlight the first file in the list, then scroll down to the very bottom and SHIFT+LMB click the file on the bottom. This highlights every file in GTA3.IMG. Right click the list of files, select Extract. On the window, find and select, or create a new folder on desktop called GTA SA ASSETS. Click enter to proceed. ((For cases where specific files are wanted, use the search field to find the necessary files)) Now the folder GTA SA ASSETS contains nearly every .dff, .col, .txd and so on used by the game. Assuming one would like having all of the textures in PNG, DDS, TGA or any other common image format, they may follow the below steps using Magic TXD. Inside GTA SA ASSETS create a new folder named IMAGES. Open any .txd file found in GTA SA ASSETS using Magic TXD. Navigate to the toolbar. On Tools, click Mass export. Export settings are as following. Game root = root folder containing TXD's Output root = folder where images goes Image format = self explanatory With texture names only = exports images directly to folder and duplicate named ones gets replaced by one another Pre-pended with TXD name = exports images with TXD prefix In separate folders = makes new folder(s) for every TXD's contents Hit export. This process may take some time. Note that this process is the same for other .IMG archives such as player.img. There are also .txd and .dff files elsewhere, such as \models\generic\generic.txd, which is the vehicle shared texture dictionary file. How each type of game model works Models used on GTA SA uses different rendering techniques and data hierarchy than others. This section will introduce the features that some models has that others don't. Vehicles: Vehicle model components utilises hierarchies, where each component is linked to a dummy (helper) and each dummy is linked to parent dummies e.g chassis_dummy, for them to be registered in the hierarchy. In order for vehicles to not look flat or cartoon, a few steps are made in the model; Diffuse material is given a grunge texture or AO map, this helps telling the depth of the vehicle as well as giving it a feel of realism, so it isn't just clean. A specular lighting image is applied to the vehicle surface material, giving it a fake shine when looking from certain angles. If the vehicle has hard edges (smoothing), this image can increase the visibility of the normals, retaining its original look rather than being flat without visible difference in geometry. An environment (ENV) map is applied to the vehicle surface material, producing a fake reflection that is animated horizontally as the vehicle travels. Vehicles also has a lot of hardcoded features such as headlights, brake lights, emissive lights, taxi/aircraft lights, rotatable components and dynamic collisions for special vehicles like Forklift. Vehicles are also the only dff models that uses baked collisions, which means they are stored in the .dff itself. Below is a detailed hierarchy used for cars, and special components used by a number of vehicles (click the spoiler). Skin characters: Ped skin characters uses bones (dummy objects) that are connected to each other and linked to the character model. These bones are not visible in-game. In order for the bones to know what part of the 3D model they're responsible for, the skin needs to be rigged. Character rigging for GTA:SA is done by applying weigh on vertices. Using heatmap display, colors go through blue-red, low-high respectively. Values go from 0 to 100. If the value is 0, it means that the vertex is not used for any bone. This can cause issues. If the value is < 100, it means that the vertex is used for multiple bones. This results in smooth animations ingame, as the 3D model transitions smoothly through each bone. If the value is 100, it means that the vertex is only responsible for one bone. Skin rigging is generally something that is being avoided by modelers and makes Skin modeling the most difficult on GTA. Bones are as shown: CJ character: Carl Johnson's 3D model is split into several pieces in order to be compatible with the clothing script used to let the player customize CJ. These models uses a function known as multiclump to support 3 meshes per dff; normal, ripped and fat. This is for CJ's health stats to physically show in-game. Other than multiclump and additional bones, modding CJ skin is essentially the same as any other ped skin. Map environment: World objects .dff contains only single models, though they do support omni and dummy objects for 2d effects. These types of models uses Vertex Colors/Face Colors. This requires the modeler to paint colors onto the model which is then stored in the vertex colors channel (daytime) and vertex illumination channel (nighttime). Although uncommonly used by R*, these models do support reflection maps like vehicles use. Goldfish's modified version of Kam's scripts is excellent for exporting with reflection maps. GTA SA utilises multiple collision archives (.col) for every IPL district, being responsible for all of the world objects' collisions. However, on MTA, collision archives are not supported, so custom collision files are single models per .col. Not every object uses collisions though, some merely has their bounding space. These objects can not be selected with MTA map editor, thus requires additional scripting or modding. Limitations - MTA vs GTA Speaking of native support, MTA currently is behind in several places. Notable features that aren't available on MTA, but on GTA are as following. Item Placement (IPL) - another type of mapping file, but contains a lot more functions such as zones for real-time reflections as seen in interiors. Item definition (IDE) - a file used to but not exclusively, define settings for models, enabling alpha flags, disabling backface cull, enable breakable effect and much more. Limit adjuster - a rework of the game that allows for adding more ID's and bypass common limits. This however is being developed by one of MTA's contributors. There are various limitations such as polys per model, max dimensions for models and collisions, (very) strict size limits for collisions and CPU usage that can easily cause issues for modders. Not to mention the majority of the game data files which most MTA servers likes to force original, else the player won't be able to connect. These limits all has potential solutions being developed as with the limit adjuster. Working with 3ds Max As described above, 3ds Max is without a doubt the most common program for GTA modding. It's also used by professionals within architecture and visualisation and film industry. What's amazing about this program is that whatever is created in 3ds Max can ultimately be added to the game. A modeler made a square - it can get added right away, no adjustments required. That's the charm of 3ds Max. There's no need for additional tools to process the model for it to be compatible with GTA. It is also the primary program that Rockstar's developers used for creating the environment in GTA:SA. At a first glance, the program may seem rather intimidating. The main functions of the program that a beginner should be aware of are listed below. Shows the default home screen with 4 viewports. Left, Top, Front and Perspective. The 3 side ones are Orthographic viewports while Perspective is in regular mode. It is also the most common one to use. Highlighting a viewport and pressing (left)ALT W will full screen the viewport. In order to rotate camera view, the user must click and drag the square in the upper right corner. Its face also tells which side the camera is viewing e.g Top. If one wishes to see viewport statistics such as polygons per model, vertex amount etc., clicking: [ + ] icon on the upper left side > Configure Viewport > Statistics > Total + Selection > Apply > Clicking 7 on keyboard shows the statistics. This feature is extremely useful for modelers who are limited in polygons per model, or simply wants to see how many polys a car is. Common keyboard shortcuts F1: Opens Autodesk help section in new browser tab F2: Displays blue overlay on models F3: Displays models in wireframe F4: Displays edges on models F10: Opens render setup 9: Shows viewport statistics Q: Select objects W: Select and move E: Rotate R: Select and (mode) scale U: Orthographic viewport mode P: Perspective viewport mode A: Toggle angle snap S: Enable snap D: Disable viewport G: Enable/disable grid J: Display bounding edges LALT X: Xray mode for model Ctrl Z: Undo action Ctrl Y: Redo action In a heavy program like 3ds Max, being able to change preferences to one's likings is important. Do so by going to Customize > Preferences. Performance, file settings and such can all be configured in there. For GTA:SA modding, knowing how to subdivide and add geometry to existing GTA models is very important. Below is a list with actions that may come in handy. No-brainer: Editable Mesh is inferior to Editable Poly. Use Poly, poly, poly, poly... Editable mesh modeling Vertex selection mode Edit Geometry section Attach: attaches another model in the scene to the selected mesh Chamfer: chamfer selection of vertices; creates additional geometry Weld: merges vertices together within a specified threshold Surface Properties section Edit Vertex Colors: sets the color and illumination of selected vertices Edge selection mode Edit Geometry section Divide: divides an edge, adding a new vertex where it was divided/split Extrude: create and pull a new face out from existing edges (keyboard shortcut: LSHIFT + LMB-drag) Face selection mode Edit Geometry section Divide: creates a new face Extrude: pulls the select face(s) outwards or inwards and creates new geometry off that Bevel: essentially an Extrude followed by scaling of the face Surface Properties section Flip: flips a face 180 degrees Smoothing groups: defines the smoothing of the model. Autosmooth is in many cases OK, but may not fulfil everyone's expectations Editable poly modeling Vertex selection mode Edit Vertices Connect: selecting 4 verts on a box side and using this function will triangulate the side. Edge selection mode Edit Edges Connect: creates an edge between the selected edges, as in a bridge between two cliff sides (use the 'Settings' to choose between multiple or one edge on creation) Polygon selection mode Edit Polygons Inset: places a new polygon inside the selected, allowing to be scaled Bridge: connects two opposing polygons by creating a bridge between them (can be used for walls and gaps) Edit Geometry Slice Plane: enables the user to create a perfect cut on the model, can be rotated by degrees Rendering scene Modelers working on projects for companies or friends might want to show what they've accomplished, but a regular screenshot may not suffice. Talking of a screenshot like this: Instead, the modeler might want to show the scene with textures. Perhaps more than just textures - lighting? reflections? transparency? - this is where 3D rendering comes into play, and can be done by simply pressing SHIFT + Q on the keyboard. This can also by default use alpha channel. However, the quality could improve. The quality of the render depends on the scene assets (models, materials, lights), the Renderer and its settings. By default, 3ds Max utilises Scanline Renderer. This is not a production quality render, but rather meant for test shots and demos. Though the quality isn't great, it's still possible to produce seemingly interesting renders. The following render took merely 8 seconds. Using 3ds Max allows modders to bring GTA:SA into modern graphics, easily comparable or even superior to ENB's. It also enables modelers to share visualizations of their models to help the customer understand how it could potentially look for their game. In the above render, a Skylight is used with Scanline Renderer. A very basic render, though interesting and contains lots of depth. In order to replicate this result, below are the steps to follow: On the Create panel, where one would normally find boxes and spheres, click the toolbar Lights. Where it says Photometric change that to Standard. Click the Skylight and place it in the 3ds Max scene. Settings for Skylight explained Multiplier: intensity of the light Sky color: the color of the light Cast shadows: enable to produce shadows, though this is more of an Ambient Occlusion than actual shadows Rays per sample: quality of the shadow, ideally keep at <5 for tests and 15-20 for final shots In the actual render above, a sample of 5 was used, creating grainy shadows but quick render. Backface culling was enabled to avoid slowing down the render time. Skylight is great light source and is generally used to illuminate an entire scene and not particular models. In the same Lights tab, one may find use of Omni or Free lights, which both works great. These are great point lights, which as opposed to skylight, are able to illuminate parts of the scene e.g acting as street lights. Modifiers When modeling, modifiers can come in use and save the modeler a lot of time. The following modifiers are highly suggested for beginners to know about. Bend: bends the model, effect depends on the differences in the geometry Mirror: copies the mesh and mirrors it on the other side, commonly used for vehicles using symmetrical geometry Smooth: generates and applies smoothing to the model, generally the lower values makes for higher file sizes Symmetry: essentially the same modifier as 'Mirror' Turbosmooth: Smoothens the mesh, adding geometry, uses iterations Unwrap UVW: advanced UV editing, commonly used for preparing textures for models like characters and game assets UVW map: basic UV editing, X/Y/Z projection mapping as well as spherical, box and planar mapping Vertexpaint: allows for painting colors onto vertices and faces, these colors are rendered during either ingame or night time Texturing a game-ready cube Modeling has to start somewhere. Using standard 3D primitives is a good place to start. For the purpose of this guide, a Cube will be created in 3ds Max and textured in Paint.net, a free image editing software. Video tutorial: To start off, navigate to 3ds Max's Create tab on the right hand side panel, as shown below. Shows the Create tab on the panel. For this guide, click on Box (Cube). Use LMB and click and drag the mouse in the viewport to create the cube. Now that the Cube primitive is spawned in the viewport, on the same panel that it was created from, go to Modify tab and set its dimension parameters to 5,0, 5,0, 5,0 and 1 segment for all 3. Convert the model to Editable Poly by right clicking it in the Viewport > Convert to > Editable Poly. Go into Polygon selection mode and scroll down until the following buttons are visible: With viewport selected, on the keyboard press `CTRL A` to select all faces on the cube. Now, where it says `Color`, click the bar and on `Value` set it to 100, then do the same for `Illumination` but value at 35. What this does is it sets the vertex colors so that the model won't be overexposed during day/night time. Exit polygon selection mode and on Modifier List, click that and find Unwrap UVW. This applies a modifier stacked on top of the Editable Poly mesh. Under Edit UVs click Open UV Editor. This allows the user to make changes to the UV coordinates which tells the model how textures are projected onto the model. On the editor, ensure that Polygon selection is enabled. While in the UV editor, press `CTRL A` to select all UV islands. On the top of the editor click Mapping, then Unfold Mapping.... Keep it as Walk to closest face and enable Normalize Clusters. Click OK. The result should remind the user of how a simple cardboard box in real life looks when it's yet to be folded into a box. With the model unwrapped, on the toolbar on the UV editor, click Tools > Render UVW Template. The export settings below are ideal for this particular task. If one wishes to know exact dimensions of each square, enable Seam Edges. After exporting, on the modifier stack, press Collapse to. This saves the new UV's. The width and height should be on a 1:1 ratio to avoid stretching issues. 1024x1024 is more than enough. On the rendered image window, click the Save button and find a location to save it in, name it Cube_unwrapped and use Alpha channel (optionally). Now open Paint.net and insert the image. Once happy with the result, export as cube_diffuse. Diffuse map generated with the help of a UVW template. In order to apply the texture on the model, simply drag and drop the image from file browser onto the model in the Viewport. Although the example above is not textured properly in regards to rotations, it shows what can be done by using UVW templates, and how easy it really is to produce textures for models made from scratch. The model can be directly exported as DFF. Materials are not required to be GTA or RW, they can be standard and still show ingame. Some exporters wants the model in Editable Mesh however, so converting it may be required. Thanks for reading this guide, we hope it helps and we wish you the best of luck with modelling! For questions on modding, please refer to MTA's modding FAQ or MTA discord #modelling channel. KAM_s_GTA_Scripts_Upd_by_GF_v0.3.7.zipKAM_s_GTA_Scripts_Upd_by_GF_v0.3.7.zip
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  41. You can install a web interface to cron too. https://github.com/alseambusher/crontab-ui
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  42. Most (if not all) technical issues and crashes experienced on stable releases of MTA are somehow related to the user's PC, such as underlying OS or driver issues, bad mainentance state of the OS, viruses interfering with MTA, etcetera. In this subforum (client support) we have a range of users who are willing to offer you support, of which some have an advanced technical IT background and thus are able to dive deep into said problems, given that they have sufficient information to help you troubleshoot the underlying causal problem. MTADiag makes their job easier, by collecting a set of information that helps them get started in advising you what to do next. Client support information: (open spoiler) - also read this if you're not getting a response to your problem in a timely manner MTADiag is a small open-source console application which will: Read MTA's and GTA's install paths, and MTA's current version - if multiple versions of MTA are installed, it will ask the user to pick one to diagnose Automatically remove compatibility mode settings for GTA and MTA (except for Administrator privileges) Automatically download and launch MTA's latest patch installer Automatically generate a dxdiag log Automatically install necessary certificates for MTA Create a log file with the aforementioned paths, MTA's previous and updated version strings, the generated dxdiag log, a list of currently running processes, the contents of CEGUI.log, core.log, and logfile.txt, directory listings of the MTA, GTA, and GTA\models folders, and some other miscellaneous information which is automatically uploaded to MTA's Pastebin. Current version: 2.9.0 (January 2024) It's a little unfriendly due to the fact that it's a console app, but it will streamline client support topics by aggregating all potentially useful information for our QA and staff to help troubleshoot your issues into the first post, or potentially eliminating the need to create a new topic altogether if removing compatibility mode entries, automatically applied repairs & installing the latest nightly and the DirectX runtimes fixes the user's issue. I've added a download link to MTADiag in the MTA CRASHING? Read here first! sticky thread. Download MTADiag MTADiag is opensource, check out the repository at https://github.com/multitheftauto/mtadiag Instructions to use the tool and request support accordingly: Please download and run MTADiag and follow the instructions. Post any Pastebin URL MTADiag gives you in a new topic you'll create at https://forum.multitheftauto.com/forum/83-client/, after which support can be offered. MTADiag supports Windows XP and newer, but must be run with Administrator privileges on Windows Vista and newer. If MTADiag will not run for you, install Visual C++ 2017 runtimes and try again.
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