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  1. 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!
    6 points
  2. 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
  3. 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
  4. 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
  5. -> 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. Link: https://payhip.com/TheDarkQ
    2 points
  13. 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
  14. It should be for security concerns. You wouldn't want to visit a site that is designed to look for 'new functions' and starts call them. If you take a look at this page: https://wiki.multitheftauto.com/wiki/Meta.xml You can see that it is possible to call an export function over http What syntax do you need for calling an export function? http://<your IP>:<your port>/<resource_name>/call/<exported_function_name> https://wiki.multitheftauto.com/wiki/Resource_Web_Access How does authentication works? https://en.wikipedia.org/wiki/Basic_access_authentication#Client_side A 'basic' authentication should the way to go. It requires login credentials of an MTA user account with the correct permissions. This has to be passed every request. When you connect through the browser: http://127.0.0.1:22005/resourcebrowser/ You more or less understand what to expect. There is also a section about 'Router', which is new. Might be useful. https://wiki.multitheftauto.com/wiki/Resource_Web_Access#Router For inspiration https://community.multitheftauto.com/index.php?p=resources&s=details&id=18781 This resource is about fetching data from MTA to a (remote) host. This is the opposite of what you are trying to achieve, but probably still useful. Fetching from MTA to remote host Creating a MTA user (installation_s.lua) that only has the correct permissions.
    1 point
  15. Добрый день! При присоединении к серверу появляется данная ошибка "АС#4 Malicious activity". Переустановка Windows не помогла. В чем может быть проблема?
    1 point
  16. i'm planning to purchase a snapdragon X powered laptop which is ARM based, will i face problem playing mta or gta sa?
    1 point
  17. | BIG Roleplay — Donde tu historia toma vida BIG Roleplay, ofreciendo una experiencia seria, estable y diseñada para que puedas desarrollar tu personaje sin límites. ¿Qué encontrarás en BIG? Sistemas únicos de skins, vehículos, mejoras visuales y rendimiento. Eventos dinámicos y actividades que dan vida a la ciudad. Propiedades disponibles en diversas zonas para crear tu propio camino. Vehículos accesibles desde concesionarios sin restricciones. Facciones abiertas, listas para que líderes les den identidad y rumbo. Sin ventajas premium iniciales: todo se consigue jugando. Un mundo abierto para que imagines, crees y evoluciones Tu personaje, tu historia, tu impacto en la ciudad. ¿Listo para vivir a lo grande? Esto es BIG. Únete ahora y comenzá tu historia: Discord: https://discord.gg/bigrp IP del servidor: mtasa://51.81.48.91:22007
    1 point
  18. I cannot seem to find unstable variant of net.so/net_64.so anywhere. The install-data script (which uses https://mirror-cdn.multitheftauto.com/bdata/net_64.so) fetches untested one. The same site does actually provide unstable net.dll for windows. https://nightly.multitheftauto.com also just provides untested one. So, if anyone could provide me with the link to unstable net_64.so v1.7, that'll be wonderful. I'm specifically looking for rev-25899 but any of the recent revision will work.
    1 point
  19. Hello guys! So after many years of OwlGaming going down, is there any public and published English Roleplay server like OwlGaming used to be? that has a playerbase so we can play on? This is the best server and best game I've played for years and I'm really looking for something good, if you guys could help I'd be more than happy.
    1 point
  20. 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
  21. Actually, I wasn't the one who said AI was stupid I just said that for now, especially chatgpt, it's very limited for complex scripts. I'll try cursor, thanks
    1 point
  22. This script replaces the default GTA traffic lights with a fully customizable system, allowing server owners to design and manage intersections according to their own needs. It is intended for those who want to add more flexibility and realism to traffic control on their server. MAIN FEATURES Complete Cycle Customization Each intersection can be configured individually. It is possible to let two directions run simultaneously (for example, north-south) or switch each direction one by one. Cycle lengths, order of signals, and groupings are fully adjustable. Custom Signal Types The system supports more than just the standard red-yellow-green. Arrows for straight or left turns, or other shapes, can be added directly into the configuration to create more complex traffic setups. Automatic or Manual Operation Intersections can run in a fixed cycle or in automatic mode. In automatic mode, the script monitors traffic flow, for example, if a defined number of vehicles pass within a set time frame, the intersection activates. The thresholds and time intervals are configurable. Compatibility The resource is not tied to any specific gamemode. It works on freeroam, roleplay, or custom environments without requiring additional dependencies. VIDEO SHOWCASE PAYHIP LINK If you have any questions, feel free to text me on Discord! (fajlyp)
    1 point
  23. 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
  24. Seems like you forgot to link the community.mtasa.com download link here it is https://community.multitheftauto.com/index.php?p=resources&s=details&id=19012
    1 point
  25. good job, if you have a different problem please post it here or create a new topic and tag m
    1 point
  26. LINK: https://payhip.com/TheDarkQ Specification: Low poly ✔ Full lighting Day/Night ✔ Materials ✔ Optimization ✔ Lighting effects [lamps] ✔ LOD ✔ Any question contact me on discord: TheDarkQ#1707
    1 point
  27. 1 point
  28. Shared\sdk\version.h #define MTASA_VERSION_MAJOR 1 #define MTASA_VERSION_MINOR 6 #define MTASA_VERSION_MAINTENANCE 0 #define MTASA_VERSION_TYPE VERSION_TYPE_CUSTOM #define MTASA_VERSION_BUILD 0 MTASA_VERSION_BUILD это то, что ты ищешь. Можно указать например #define MTASA_VERSION_BUILD 23088
    1 point
  29. Hi, It looks like cit2 took security measures against some form of leak they had in April 2025. Since this is a server-based incident, please consider reaching out towards their administration team for guidance (through their Discord or other platforms they have a presence on). We can't help you out on this because your issue is related to a platform we do not own nor moderate.
    1 point
  30. You can use this event for protected invalid trigger
    1 point
  31. 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)
    1 point
  32. The warning occurs because onMarkerHit can be triggered by other elements like vehicles, not just players. This means you're sometimes passing a non-player element to getPlayerAccount, which results in returning false instead of an account. You should check if thePlayer is actually a player element before doing anything: function moveGate(thePlayer) if getElementType(thePlayer) == "player" then if isObjectInACLGroup("user."..getAccountName(getPlayerAccount(thePlayer)) , aclGetGroup("PMESP")) then moveObject(gate, 1500, 1334.8000488281, -1334.1999511719, 10) end end end addEventHandler("onMarkerHit", marker, moveGate) You should do the same in the move_back_gate function, otherwise, it will execute twice when a player enters with a vehicle, for example.
    1 point
  33. I found another way. On start interface resource add and instant remove armor to localPlayer, it's turning on armor bar, then taking health bar coords, armorY + (healthY - armorY) / 2 = breathY. And it's working perfect. UPDATE: for correct working of this method you need to let armor bar to be drawn for 1 frame at least. I used a timer, which checking armorX and armorY, until they became not 0, 0.
    1 point
  34. Maybe move the checkpoint very high in the air (and replace it with a dummy). When the rocks are cleared, move it back.
    1 point
  35. 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)
    1 point
  36. When you set the property, it stays frozen. So for example if you call getWorldProperty and then pass its return value to setWorldProperty, that value will stay until you call resetWorldProperty. But some of those functions (including getSkyGradient) are limited because they can only return the values previously assigned by script - meaning you can't get the unmodified value and assign it to freeze it. It seems that smooth transition is possible for color filter, because getColorFilter has isOriginal argument, allowing you to take the values that would be there if they weren't overridden by script so you can know exactly what values to interpolate to. But it doesn't help much when the same can't be done to other parameters.
    1 point
  37. Кикает с локалки с той же самой ошибкой? Скинь скриншот её полный. Выходит, что возможно и в самом деле бан, хотя с какого перепугу не пускать даже не локалку... Сбой? Вот кстати сообщение от администрации из похожей темы в этом году:
    1 point
  38. @Dadinho Só é possível mexer no chat nativo para você mesmo. Não é possível alterar via script. Caso queira, vá no menu ESC > Opções > Interface > Lá em baixo em Layout > Então vc tem acesso às opções de posição e tamanho dele, além de fonte.
    1 point
  39. Hi! Following the community discussion in our forums, we have created an official Discord server quite a while ago, as an alternative (and maybe a full replacement in the future) to our current IRC channels. We kept it in under the radar while we were fine tuning things, but we believe we can now present it to you guys. All MTA players and fans are welcome to join our Discord server (though please behave while you are in there ). You can join it by using this link: https://discord.gg/mtasa What is Discord? Discord is a hybrid of IRC, an Instant Messenger and a Voice Chat software. It incorporates the most important features of these elements into a handy and multiplatform app which you can run on your desktops, smartphones or tablets. Why is it cool? Compared to IRC, it offers a built-in chat history buffer, so even if you are offline, you can still catch up with what happened in the channels then. IRC also offers that, but only through an IRC Bouncer that you either need to pay for, or have someone host it for you. It also has a modern look and features such as URL embedding (regular websites, but also pictures and videos), handy syntax colouring for pasted code snippets, emojis (also custom ones), chat messages reactions, Steam integration and more. What can I find while I am there? We currently have some channels created, including: #general - for general MTA and offtopic chats #scripting - for Lua scripting-related queries #support - for any problems related to MTA:SA client or server #announcements - for all important messages from us as well as some others. We are still thinking of how to put our Discord server into its full potential, so we may add more channels soon. Can I have Discord app installed and/or running on several of my devices concurrently? Can I use more than one server? Sure, absolutely. It will sync the messages automatically. And yes, you can add more servers than just our one. How do I join it? Hey, we have mentioned that already. Just click the link below and follow the instructions: https://discord.gg/mtasa I have a suggestion about the Discord... Okay, let us know. As usual, we are open for suggestions. Just post in this topic or hit us up directly on Discord. Hope to see you there! -- MTA Team
    1 point
  40. Hello! I would like to show you the developments of my project about vehicle registration plates for different countries. Here's what it looks like: I am always open to hearing the feedback or insights of those who have a better understanding of the registration plates. Thank you!
    1 point
  41. Moving this to ban appeals. @Sandroka please provide your serial. You can do so by launching MTA, pressing the console key (F8 by default) and typing 'serial' (without quotes). Paste the string provided there into this topic. Thanks!
    1 point
  42. Default MTA Server || Freeroam [P] EN The classic freeroam experience with unlimited chaos, drifting, shooting other players (or just using /peace for passive mode), hydra dogfighting and fun arena's. As a classic freeroam there are no restrictions to spawning in vehicles & weapons, and freedom applies to all other game aspects as well. Average players online is 100, so there's always someone to troll or fight! Click to join (mtasa://149.202.51.189:22005) ______ Prime Freeroam EN (Freeroam, NPC, AI) Click to join (mtasa://149.28.237.162:22003) ______ Welcome To San Andreas (Single Player Features!) EN (Freeroam, NPC, AI) The old-school single player San Andreas experience! Click to join (mtasa://wtsa.mtasa.moe:22003) SAES:RPG EN SAES:RPG is a gaming community and server which has ran on MTA since 2003 on both MTA:VC and MTA:SA, Our current server is an RPG based gamemode in which you can be Cops, Robbers, Gangs, Dealers, Medics, Mechanics and participate in Roleplay, Bank Robberies, Store Robberies, Racing, Hunting down criminals, Monthly giveaway events and much much more! Click to join (mtasa://51.38.67.64:4999) ______ CIT Cops 'n' Robbers, Gang Wars, Civilians | cit.gg EN/PT/AR/TR (CnR, Turf wars, Civilian jobs.) A community mainly focused on cops 'n' robbers, gang turf wars and a variety of civilian jobs, community made events, joining groups to play and have fun together. Click to join (mtasa://94.23.158.180:22003) ______ SAUR Utopia RPG EN An RPG server with multiple unique features and activities, with an active staff team. Click to join (mtasa://phoenix.saur.co:22003) FFS Gaming DM/Race/DD/Hunter/Shooter/Stuntage/Trials/HP/RUN/CW/PTP/CarBall/Training/Minigames/Geogesser EN FFS Gaming provides a vast amount of race type gamemodes all in one server. From regular races to be the fastest one, kicking your opponents into water in destruction derby or simply having a fun time in minigames, we provide everything to enjoy your stay. Click to join (mtasa://54.37.245.209:22003) ______ /TfF\ The Favoured Few - DM/HDM/OS/STUNTAGE/MINIGAMES/SHOOTER/CATCH/DD/POWERDD/HUNTER/RACE/CLANWARS/TRAINING The Favoured Few delivers thrilling Race Deathmatch (Regular, HDM or OS), competitive Clanwars, and an exclusive Power Destruction Derby mode, along with a wide range of gamemodes including Shooter, Hunter, Stuntage, Minigames, and Training. Take part in daily events to earn exclusive rewards, and explore the garage to customize your infernus! Click to join (tff.gg:22003) Drift Paradise MTA RU/UA/EN/US/PL/Global (Drift, Touge, Freeroam) Create the car of your dreams and travel to iconic places! All servers are synchronized, which means that you can play on any server on 1 account. #1 Drift Paradise [RED] MSK mtasa://95.129.234.27:22001 #2 Drift Paradise [RED] MSK mtasa://95.129.234.27:22002 #3 Drift Paradise [RED] MSK mtasa://95.129.234.27:22003 #4 Drift Paradise [RED] MSK mtasa://95.129.234.27:22004 #5 Drift Paradise [RED] MSK mtasa://95.129.234.27:22005 Note: Some users will need to use a VPN with a server in Russia to connect due to some restrictions. ______ Need For Speed: San Andreas Global/EN/PL/RU/ES/PT/TR/CZ/FR/DE/HU/ID (Race/Freeroam/Other) Racing server inspired by various nostalgic Need for Speed titles such as Underground 1/2, Most Wanted, Carbon, World where you start out with a slow car and progress by racing, participating in AI police pursuits and numerous other activities, all of which let you buy new cars and and upgrade their performance and visuals with hundreds of unique custom made body parts and complete customization of paintjobs through a NFS Carbon-like vinyl editor. Click to join (mtasa://178.33.54.30:20256) ______ Mr. Green Gaming EN/PT/AR/TR/RU/PL/DE/FR (Race, DM, CTF, Shooter, MIX) The classic racing experience! Join Race (mtasa://race.mrgreengaming.com:22003) Join Mix (mtasa://racemix.mrgreengaming.com:22003) ______ Sofa King Cool EN/Global Click to join (mtasa://87.98.182.70:22005) Epic-Row Zombie RPG EN (Zombie, RPG) PvE based zombie gamemode with RPG elements. Click to join (mtasa://s.epicrow.com:22003) ______ StoneAge [DayZ] EN, PT (Survival/Zombies/DayZ) Fight against other survivors, make new friends, trade items, get rid of zombies, and don't forget: here your goal is just to survive, whatever the cost! Click to join (mtasa://158.69.122.226:22003) San Andreas Police Department: First Response EN (Emergency Services Simulation / RPG / AI) Step into the life of a Police Officer, Paramedic or Firefighter and react to a wide variety of callouts all over San Andreas. Click to join (mtasa://37.187.250.129:22004) ______ SAAW World War II EN (Team deathmatch / War (Conquest) / Airstrike / Sea war / Tank war) A team-based tactical world war II server featuring third person and first person gameplay and dozens of different vehicles, weapons, classes and maps. Main objective in every map is to bring the enemy ticket count to zero by capturing points, shooting enemies or sinking convoy ships. Click to join (mtasa://116.203.196.16:22003)
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  43. Map files Table of contents: Introduction How to read a map file? Broken map file, what to do? Editor bugged, what to do? Modify your maps outside of MTA Extra links Introduction A map-file! What is that? The name already gives away the definition. It is a file which contains a MTA map. The format makes maps portable, so that you can send them over to your friends. You can recognize map-files by the extension: .map Here is an example of a map: Syntax highlight When you open a map file in your text editor. The syntax highlight you should use is XML (HTML will work as well, but the semantic is different and could cause issues with auto complete features, that is if you have enabled those). Changing syntax highlight in for example Visual Studio Code. How to read a map file? Before we start, this is what we call a node: <tagName></tagName> If we take a closer look to the following map file: <map> <object id="object (bevgrnd03b_law) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="6094" scale="1" dimension="0" posX="635.234375" posY="-3827.2275390625" posZ="5" rotX="0" rotY="0" rotZ="0"></object> <object id="object (gaz9_law) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="6133" scale="1" dimension="0" posX="625.49114990234" posY="-3771.6955566406" posZ="11.479743003845" rotX="0" rotY="0" rotZ="0"></object> <object id="object (CE_grndPALCST03) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="13120" scale="1" dimension="0" posX="573.09802246094" posY="-3847.013671875" posZ="3.6442375183105" rotX="0" rotY="22" rotZ="352"></object> <object id="object (CE_grndPALCST03) (2)" interior="0" collisions="true" alpha="255" doublesided="false" model="13120" scale="1" dimension="0" posX="572.64624023438" posY="-3769.0698242188" posZ="4.9519920349121" rotX="0" rotY="21.99462890625" rotZ="343.24649047852"></object> <object id="object (CE_grndPALCST03) (3)" interior="0" collisions="true" alpha="255" doublesided="false" model="13120" scale="1" dimension="0" posX="669.66534423828" posY="-3856.0627441406" posZ="3.6442375183105" rotX="0" rotY="63.99462890625" rotZ="175.99389648438"></object> </map> > we see in there the map node: <map></map> When the map is loaded <map></map> will become our map element. And inside of the map node we see more nodes: <object id="object (bevgrnd03b_law) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="6094" scale="1" dimension="0" posX="635.234375" posY="-3827.2275390625" posZ="5" rotX="0" rotY="0" rotZ="0"></object> <object id="object (gaz9_law) (1)" interior="0" collisions="true" alpha="255" doublesided="false" model="6133" scale="1" dimension="0" posX="625.49114990234" posY="-3771.6955566406" posZ="11.479743003845" rotX="0" rotY="0" rotZ="0"></object> In this case these two nodes will become two in-game objects. Tagname <tagName></tagName> Each node in the map file will become an element in game. !important A node has a tag name. In this case I gave it the name: "tagName" This tag name specifies in MTA the element type. For example: If it has the name <object></object>, the element-type is an object. If it has the name <ped></ped>, the element-type is a ped. What if the tag name is not matching with one of these entities? (The list is not complete, the rest can be found in this class list, only if the XML syntax is implemented) Then the elements are considered custom elements. They are not visible in game. Custom elements Custom elements have their own purposes. You often see those custom elements used in game modes, for example stealth: <mercenaryspawn id="mercenaryspawn (1)" posX="635.58117675781" posY="-3770.458984375" posZ="18.97974395752" rotX="0" rotY="0" rotZ="0"></mercenaryspawn> The tagname for this node is "mercenaryspawn". The element that is produced after loading the map, is used as a spawnpoint for in a stealth map. Custom elements are invisible. Custom elements do have an orientation. The getElementsByType function can be used to get custom elements. Attributes Attributes are properties applied to a node. They are used to attach data to an element. Example: <entity name="IIYAMA" age="5" type="device" resolutionX="1920" resolutionY="1080" displaySize="31"></entity> An attribute exist out of two parts: <entity name="value"></entity> Name Value The name specifies if the node has the attribute. <entity name></entity> <entity age></entity> If the name is "name", then the node has the attribute "name". And if the name is "age", then the node has the attribute "age". The value will be used for the data for each attribute. <entity name="IIYAMA" age="5"></entity> Identifiers (ID) Every elements can have an identifier attribute, which is used to make it accessible for scripting functions. <tagName id="identifier"></tagName> The identifier of an element can be used in getElementByID to grant access to it. Even though identifiers normally should be unique for each individual, it is not the end of the world if they are not in MTA. They might also be considered as unnecessary for map files without scripts. Element specific attributes There are some attributes that do more than just applying properties. They will change the element appearance and orientation. For example this object: <object interior="0" collisions="true" alpha="255" doublesided="false" model="6094" scale="1" dimension="0" posX="635.234375" posY="-3827.2275390625" posZ="5" rotX="0" rotY="0" rotZ="0"></object> It will be created in interior 0. It will have collisions. (You can walk on it) Alpha. It's opacity is 100%. It is not doublesided. (When you stand inside of the object you can look through it. If doublesided is enabled the same colors/paint from the other side will be applied.) It's model is 6094. It is scaled 100%. (0.5 = 50%, 2 = 200%) Etc. If you want to know which attributes do have influence on the elements appearance and orientation, you have to look that up on the wiki. Here a small list of some those attributes: Broken map file, what to do? If your map file is broken. Step 1 Make a backup. + Always make a backup when re-editing your map. Settings can get lost! Step 2 The first thing you want to do, is just open it in a text-editor. Just give it a quick look and check for anything strange. The file could be empty or some strange values could be used. Do you want to know all the syntax rules (XML)? You can find a list right here: http://www.adobepress.com/articles/article.asp?p=1179145 Step 3 Remove the editor definition. This definition could cause problems in case of invalid characters. From: <map edf:definitions="COBDEF,editor_main"> <!-- Map elements --> </map> To: <map> <!-- Map elements --> </map> Step 4 If you can't find the problem, then you could validate the file. There are services out there that validate XML files. They can help you to find out where your file is broken. Validation tool by W3C: https://validator.w3.org/#validate_by_input Note: You need to do step 3 first. Else you can't parse the file. Step 5 In case of re-opening map files in the editor, but doesn't want to get open. Make a backup. Remove custom elements. See chapter How to read? Retry to open the file. Editor is bugged, what to do? Your editor could be bugged and you are not able to save the map or open a new one. The first thing you want to do is backup the editor_dump folder in your server. This folder is located between all your resources. server\mods\deathmatch\resources\editor_dump Rename the folder name. editor_dump > my_broken_map Stop the map editor. Check if there is a new editor_dump folder. If there is, rename that one as well. Start the map editor again. Modify your maps outside of MTA Sometimes you want to modify your maps without going back in to the editor. Your text-editor is in most cases the way to go. For example you want to move all objects to a new dimension. In Notepad++: Make a backup! (if you are new to this) Select in your file the part you want to replace: dimension="0" Commando: ctrl + H (replacement overlay) Fill in the replace field: dimension="1" Click on: replace ALL. Moving your map? There is a nice online tool that can help you with that: https://mtaclub.eu/converters Edit your map with the DOM (Document Object Model) Knowing JavaScript? Your browser inspector can be used to modify your maps at a higher level. (If you so desire) Extra links: Parent, child and how this is reflected in MTA https://wiki.multitheftauto.com/wiki/XML https://wiki.multitheftauto.com/wiki/Element_tree Elementdata <sync_map_element_data /> https://wiki.multitheftauto.com/wiki/Meta.xml Load maps (manually + including in meta.xml) https://wiki.multitheftauto.com/wiki/Meta.xml https://wiki.multitheftauto.com/wiki/LoadMapData Save maps https://wiki.multitheftauto.com/wiki/SaveMapData
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  44. صحيح ولله خاصة المبتدئي تكتبون الكود بطريقة غريبة
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  45. Introduction This guide intends to teach 3ds Max users the basics and more advanced ways of working with Vertex Colors, in order to achieve lighting solutions for enhanced quality of game models, or blend several textures together using Vertex alpha. A lot of games utilises vertex colors to accomplish lighting or blending effects, which usually impacts the performance less than model shaders. Types of shaders such as Texture Splatting are pixel based techniques for rendering multiple textures onto a model, where each texture e.g earth, grass, gravel, has their own color on the splat map. This however may use up significantly more resources than its alternatives in some cases. As result, game developers may move their aim towards Vertex Alpha and Color rather than geometry shaders. Vertex Color works almost the same way, however it renders per vertex and not per pixel unlike shaders do. This may result in very poor results if the geometry is not subdivided at the places it is painted at. Besides texture blending, vertex colors are also widely used in games for fake lighting baked into models. This is due to some game engines not supporting Ray Tracing or other rendering, or they simply prefer using vertex colors over per-pixel lighting. In GTA:SA the only light rendering is done by vertex colors and 2DFX. In the days that the game was developed, vertex colors was a more sustainable rendering method over other options. Table of contents Different model lighting depending on game time Importance of vertex colors Importance of vertex illumination Basics of per-vertex Radiosity workflow Hard surface prelighting Faking ambient occlusion Texture blending with Vertex Alpha The vertexPaint modifier Extracting channel info Working with several VertexPaint modifiers Different model lighting depending on game time Game models use two vertex channels for lighting. Vertex color is displayed around 06:00 - 20:00. Vertex illumination is displayed outside that timeframe, that is, between 20:00 and 06:00. Between these timeframes, the two channels blends into eachother, creating a realistic daytime and nighttime visualization of the map. Remembering which channel is used for what can be a little troubling, on top of the many other things. Artists could consider Vertex Color = daytime, Vertex Illumination = nighttime. Below are various demonstrations of vertex color and illumination channels. Importance of vertex colors Below video demonstrates the effects of not prelighting game models for GTA:SA. The results are very easy to differ from prelit models, as the only depth seen on the models is made by the diffuse maps, which usually does not add sufficient shadows. That is where the artist may consider prelighting his model. As seen on the video, first footage is of San Fierro chunk without diffuse maps (textures) nor vertex colors. This results in completely white meshes. If however, the artist decides to utilise vertex colors, the model will have a lot greater depth added, without the need to bake light into textures at the expense of computer memory. The video's contents are 1:1 to how San Fierro would be rendered in-game around 12:00. No post processing or edits made to the models. Compression methods, post processing, sky and fog done by the Renderware engine will make it a tad different though. Below screenshot is taken from a Dust2 model ripped from Counter Strike. It shows how the vertex channel brings shadows and ambient occlusion into the model. If it did not have the vertex channel changes made, it would be completely flat, corridors would have no depth whatsoever, only some by the difference between the textures. Importance of vertex illumination Not all models use fancy colors like the pirate assets by Las Venturas strip. A lot of models use the same, though slightly darkened, version of vertex colors for the vertex illumination channel. The result of this is a darker object during night and brighter during day. Perhaps some has some highlights that are cast from streetlights and other light sources that appear during nighttime. Some models, notably light objects use vertex colors in conjunction with 2DFX in order to create realistic light with a real light source. Below example is a runway light. The white version is during day time, where the inner light mesh (the extruded part) is grey to represent an deactivated light. The red version is during night time, where the top surface has light reflected onto it, together with a corona image, more commonly known as 2D billboard or sprites. The corona acts as the light source and creates a bloom alike effect. (Not seen in image) Basics of per-vertex To get a somewhat understanding of how vertex colors work, below demonstration should be helpful. The triangle's top left vertex is painted blue, top right painted green and bottom painted red. This creates an RGB blend display of the triangle. The planar model has its bottom vertices painted black while the top ones are white. This creates more of a gradient across the entire model.To put the difference between per-vertex lighting and per-pixel lighting short, Vertex based lighting creates a gradient from one vertex towards the nearest one(s), and stops there. If a model has only 4 vertices, it is not possible to have circular or very detailed IES-like lighting, as the model would have only 4 points that can have light data. Pixel based lighting can have as many abstract details as artist wishes. It works as if there is a grayscale image on top of the model with a different blend mode, or dynamic lighting based on world models, hence the two are called per-vertex and per-pixel. Radiosity workflow Tired of painting vertex colors onto models with silly brushes all day? 3ds Max has an amazing light renderer, which can produce stunning renders and best of all, stunning prelights. As if it was made for GTA:SA era games! Not to forget, a 3rd party Max script was made to make the workflow a lot less difficult - can be found on: http://www.scriptspot.com/3ds-max/scripts/vertex-color-tools-1. With this script, artists can with a few clicks create a skylight, ground plane (for AO), then render a radiosity solution in less than a minute total. No more setting up radiosity settings, only a few adjustments to your likings if needed. I use it all the time myself, and in fact, I learned to create beautiful prelights by using this tool with radiosity rendering. Before moving on, ParoXum's Radiosity tutorial and the Radiosity wikipedia page contains extra information that is not covered in this thread, for instance particular use of point lights. For that reason they may be benefitable to read through. WARNING! Pressing the AO button on the Vertex Color Tool script, ALL materials will be reset to standard. This can not be reversed! Adding to the above. Make sure to create a backup Max project file prior to working with Radiosity. Use the backup Max project file for vertex colors, leave original file for modeling! This process is covered in the guide. Hard surface prelighting Most artists starting out with vertex colors have probably grown tired of selecting faces of a model, then painting a different value onto each to replicate a hard surface look. As it turns out, this is not an efficient way. The model will look odd if the artist has not put enough time (hours with sweat) into it. That is where automating it with Radiosity rendering is a fantastic solution. To get started, download the following FBX scene https://cdn.discordapp.com/attachments/308956559201796097/632340906170908673/demo.zip. Each point contains a spoiler with a video clip. For those who would like to mess around with the final result of mine, download FBX here: https://cdn.discordapp.com/attachments/308956559201796097/632559814387695626/demo_result.zip (video below) Important thing to note, when using Radiosity for prelights, the shading/lighting which is baked into the model entirely depends on the smoothing of the model. If it's set to Auto Smooth value 2 the shading will resemble 3ds Max's shading 'facets', while if the model has only one smoothing group, the shading will be incredibly smooth and generally won't have any facet shading. San Andreas models generally had very low smoothing value for its models at their creation, judging by their hard surface appearence. If a modeler were to create models that blend in with the game environment, they should strongly consider the above. Video tutorial: Text tutorial: Import the file Click the 3ds max upper left corner, at Import hover over the arrow for a drop down menu to appear. Click Import. Click the demo.FBX. Ensure to include Smoothing Groups on import, and units setup in Meters. Reset X, Y, Z positions to 0, 0, 0. At import the model is not centered. Create light Navigate to Create tab, click the gears icon, finally select the Daylight button. Max will ask if it can set an exposure control flag (not a country flag bleh), click Yes. Click anywhere, this sets the compass. Then, drag the mouse up into the sky, press LMB to spawn the daylight system. The compass position is not important. Alter light Navigate to Modify tab, change Sunlight from Standard to IES Sun. Likewise for sky, make it IES Sky. On Sun Parameters uncheck Shadows. Ensure the sun's state is On. On IES Sky Parameters it is possible to modify the intensity of the sky, as well as the sun. Some of the settings that affect the sun is whether the weather is clear or clouded. Leave default. On hierarchy list, select the Daylight001 item. While on Modify tab, click the Setup button for setting the scene weather. As the light system works like real daylight, the lower the number of hours, the darker the scene. Set hours at 9, month at 9, orbital scale at 320-360. Initiate the radiosity solution by running Vertex Color Tools Ver1.0. Press the AO button. Keep in mind, that this will remove all materials and cannot be reversed with undo. The render setup window opens. Another window from Rendering > Exposure Control is needed. On Exposure Control, change from none to Logarithmic. Tick on the Exterior daylight checkbox, which is required due to scene using a daylight system. Optionally, start rendering previews via the Exposure Control window. These previews are very low resolution and may help visualise the lighting. Or, real renders by SHIFT Q, although this may take significantly more time and processing power. On Render Setup window, reset value of Indirect Lighting Filtering. Increase the Direct Lighting Filtering to a value of 8. Under Radiosity Meshing Parameters tick the Include Skylight checkbox. Under Rendering Parameters select Re-Use Direct Illumination from Radiosity Solution. On Render Setup window, make sure to press Reset, to then start a clean rendering with the updated settings. Click Start. This may be an incredibly slow process, even on high end computers. If it gets stuck, set quality to less. It does not really have much of an impact for GTA:SA light anyway. Voila, done. The final result will be displayed in viewport. The result is equal to what is seen in-game during day hours. If something looks off, go back and tweak settings. Bake Radiosity lighting solution into vertex channel. Navigate to Utility tab, click More..., select Assign Vertex Colors. Upon scrolling down the utility tab, the Vertex Colors settings appear. Vertex Color is for day time, Vertex Illumination is for night time. Choose Vertex Color. Set light model as Lighting + Diffuse. Set Color Assignment as whichever seen fit. On Rendering options, enable Mapping and Radiosity, Reuse Direct Illum. from solution. Finally, click Assign to Selected View vertex color result in viewport. On the VertexPaint modifier, select the channel that was just modified. On the VertexPaint GUI, click the shaded box to the left. This displays the model with only vertex channel rendering, no other 3D shading will be used. Further tweaking If one wishes night time lighting, the best to do is render a new radiosity solution with less sun and daylight intensity, in order to darken the scene. Eventually change to clouded or mess with weather settings. The new radiosity solution will be equally the same as the one for daytime, although a tad darker. When rendered, assign to illumination channel. The letters can be painted for night time to look extra cool. This is where painting by buckets onto face selections of the mesh can come in handy, using the VertexPaint modifier. Odd looking shadows can be fixed up with the blur brush (VertexPaint modifier). Those who are able to get results with the above Radiosity workflow, may utilise their knowledge and take prelighting a next step with other types of lights, in order to create environment lights such as shadows for light poles, torches, buildings etc. Point lights, more specifically Free Light, were used a lot in the ship model further down the topic. Scene lighting is generally hit and miss. There are many settings which may need to be changed e.g scale of daylight and smoothing groups of models, in order to get the right look. Faking ambient occlusion Vertices can easily store ambient occlusion details, negating the need for geometry shaders. Some models may require additional geometry through subdividing the mesh, in order to achieve proper ambient occlusion details with vertex colors. The type of light used is usually skylight or daylight, this creates subtle shadows around corners and creaks, as well as maintaining global lighting. The below model has vertex AO baked by using a Skylight with the following settings. *you can eventually utilise a plane as ground for the ambient occlusion to calculate a lot better. The above practise can be used for GTA:SA assets as well, some settings may require to be tweaked first though. Prelighting in general is trial and error unless the artist has a solid background with lighting and rendering. Generally though, ambient occlusion should not be the only layer for lighting a model. Hard surface lighting as well as adding point lights is highly recommended. Without these, models with AO will still look rather flat in most cases, as there is not much definition between corners, other than soft shadows. Adding point lights to radiosity render will also give the lighting a more natural feeling, this can be done by adjusting the temporature of the light or its color. Combining point lights (free light, omni light, etcetera) with 2DFX can give stunning results. Texture blending with Vertex Alpha Texture blending on MTA was thought to only be possible by shaders, e.g texture splatmap. Instead, we can now blend textures using Vertex Alpha channel. On December 27 2019 we discovered that Vertex Alpha works without need for additional scripting (MTA Discord #modelling). We also need to thank Deniska for writing this guide (gtamaps) on vertex alpha plus creating a maxscript that exports vAlpha channel! Vertex Alpha works based on grayscale values just like alpha masks. Any vertex that's black will not be rendered - any vertex that's not black will be rendered. White is fully opaque, while the greyer it gets, the more transparency is made. Vertex Alpha will not render water behind its faces, so it's important to place an opaque object behind the vertex alpha mesh. This must be a separate model, not part of the mesh that uses vertex alpha. As with vertex prelights, vertex alpha needs geometry to work with. It's highly recommended to turbosmooth/subdivide the mesh so that you can paint in more detail. In the video below, I show how quickly the vertex alpha can be added to your models, and once that's done, you can export the model using the script from this page. Create a plane primitive. Give it 16x16 segments. Convert it to editable mesh. Give it the material that needs to blend using alpha. Set opacity of material to 98. Add a VertexPaint modifier. Select the vertex alpha channel. Use paint bucket with black color, 100 intensity, to paint entire mesh black. Add a secondary vertexpaint modifier. Grab your brush, adjust its size and strength. Begin painting a path from one end to another. Use the blur brush to finetune the semi-transparent edges of your path. Sharp edges ain't good. Looks OK? Start the export-script. You don't need to collapse your modifiers when exporting. Keep them in stack for later adjustments. Export with MMC. Remember to always set alphaTransparency enabled when replacing the model, or else only part of alpha will show. If you want to use another DFF script (for a higher quality dff), simply copy paste the sections e.g "Extra Vertex Colors" via RWanalyze. (Script will break (in which case, close script and run again) if you try to export vertex colors without having first assigned vertex colors/illumination to the model via its respective channels) List of model ID's that use the flag 68 (NO_ZBUFFER_WRITE(64) + DRAW_LAST(4)), which is required for Vertex Alpha: 2728, 3872, 3910, 4227, 4636, 4637, 7892, 9831, 9896, 9897, 11678, 11679, 11680, 11681, 13494, 13495, 13496, 13497, 13498, 13499, 13500, 13501, 13502, 13503, 13504, 13505, 13506, 13507, 13508, 13509, 13510, 13511, 13512, 13513, 13514, 13515, 13516, 13517, 13518, 13519, 13520, 13521, 13522, 13523, 13524, 13525, 13526, 13527, 13528, 13529, 13530, 13531, 13532, 13533, 13534, 13535, 13536, 13537, 13538, 13539, 13540, 13541, 13542, 13543, 13544, 13545, 13546, 13547, 13548, 13549, 13550, 13551, 13552, 13553, 13554, 13555, 13556, 13557, 13558, 13559, 13560, 13561, 13563, 16375, 16445, 16498, 16623, 16676, 16677, 16733, 16734, 16753, 16754, 16756, 16757, 16758, 16783, 16784, 17436, 17437, 17438, 17439, 17440, 17441, 17442, 17443, 17444, 17448, 17450, 17451, 17451, 17452, 17458, 17459, 17460, 17461, 17462, 17463, 17464, 17465, 17466, 17467, 17468, 17469, 17470, 17474, 17524, 18073, 18112, 18610, 18611, 18612, 18613, 18614, 18615, 18616, 18617, 18618, 18619, 18620, 18621, 18622, 18623, 18624, 18625, 18626, 18627, 18628, 18629, 18630, List of model ID's that use the flag 64 (NO_ZBUFFER_WRITE(64)) which are not tested, but might work for Vertex Alpha: 1315, 2981, 4712, 4724, 4554, 8004, 8044, 11306, 14765, Below are a few examples of how vertex alpha can be used to blend several textures together. Above image courtesy: worsas @ project tamriel (see link for more) 128x128 textures, 8192 polygons (can be a lot less!) You can probably create something a lot better than this. Time to get creative! If you're looking for additional inspiration, see the videos in spoiler. Note: The below spoiler contains information that does not apply to vertex alpha method, but instead to vertex colors. This requires shaders, since SA uses the colors for lighting, but is a decent alternative if the model use lighting shaders. The vertexPaint modifier VertexPaint is the modifier that houses the WIP vertex colors, illumination and alpha modifications. It may be accessed on Modifiers tab. While it is open, it allows the artist to do various changes to the vertex channels. Ranging from painting with the use of brushes, to refining vertex colors by blurring, adjusting hue, saturation, lightness etcetera. This is a very powerful tool, despite not having been updated for years. To get started, the modifier works with a float GUI with all of its necessary functions in it. It is worth noting that the modifier can not change existing vertex channel data, only the data that is stored in the modifier. That means it is not possible to import a GTA:SA asset and modify the hue of the vertex color channel. For an exhaustive list of what the modifier offers, check Autodesk's page on the VertexPaint Modifier. Brief explanation of what the modifier has to offer, from top to bottom: Extracting channel info For whatever reason, an artist may want to copy the vertex channel data, that is, the custom vertex information, and paste that onto their latest version of the mesh. This could be due to an irreversible action that would prevent the artist from undoing the lighting changes on present model, resulting in work lost and having to redo it all over again. Although this may seem like a promising solution to regain old channel data, it can generate problems if the two models contain different geometry counts. Below steps explains how to copy/paste data. Navigate to Utilities tab, click the More button, after which, click Channel info. At last, press the button that appeared on the bottom of the utilities tab. At first, the Channel Info GUI may seem complicated; but it really is not. The only information to look out for is the ID column and Channel Name column. The Num Verts, Faces etc. are only important to verify that the two model contains the same model geometry count. In the above example, the model has no custom channel data. The -2:Alpha, -1:Illum and 0:vc are the types of channel info's that are relevant for GTA:SA, although the Alpha data currently isn not compatible with MTA. To copy data, simply select either of the rows and press the Copy button. Then, highlight the present model, select the corresponding channel and paste. Working with several VertexPaint modifiers On more advanced tasks it may be necessary to use multiple VertexPaint modifiers stacked onto the model. Artist may find it helpful if they are doing several versions of prelighting for their model and wants to go through each result, picking the one that suits them the most. This means that each type of radiosity lighting solution will be stored in its own modifier, allowing artists to go through all of them and delete the poor ones. Having multiple modifiers on stack can also improve workflow by utilising each modifiers for each element of the model, such as Modifier1 for bonfire logs, Modifier2 for bonfire shadows, Modifier3 for ambient occlusion, Modifier4 for moonlight etc. Modifiers can also be renamed to quickly tell the artist what they are representing. The model can have as many modifiers in its stack as the artist wishes (or until the software times out), and they do not require to be collapsed when exporting the model to MTA. This means that the modeler simply needs to select the model, export it and load into MTA. Modifiers can then be collapsed to stack when job's done, however, it is strongly recommended to keep them in stack for future, in case of parts requiring rework. Below model may give a good look into just how much it helps to utilise multiple modifiers. The ship has its own modifier for virtually any type of light emmitting source. The rectangular screens to the right are symmetrical on the other side, so there is one modifier that represents those 6 rectangular emmissive screens. Same goes for the cyan U-shaped engravement, which uses its own independant modifier, and so on. This allowed to change the engravement prelight from initially dark blue to cyan, by not affecting other lights when modifying the hue, as the modifier was only used by that particular area. The stack works like so: By clicking the bottom modifier, only that one's layer will show. If clicking the one above it, assuming it is same channel, it will show both of them. Now, if clicking the top modifier, it will show all layers e.g the rest 4 that are associated with Vertex Illum channel. It will only display the channel that is selected on the right most panel. (This depends on version of Max)
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  46. В первую очередь тема будет полезна всем, кто только что вошел в скриптинг. ВНИМАНИЕ! Изучение языка Lua должно быть первым шагом в MTASA скриптинге, а не вторым или третьим, поэтому в этой теме я буду в первую очередь делать упор на русские доки по Lua, и во вторую - на доки по MTASA скриптингу. Желающие могут делиться ссылками, которые потом будут добавлены в этот пост. У новичков, обычно, возникают вопросы по языку Lua и по его применению в MTASA скриптинге. Но литературы на русском языке на этот предмет не так уж и много. Все, что касается скриптинга, можно узнать из вики - https://wiki.multitheftauto.com/. Там есть и русские документы, но их все равно мало по сравнению с английской версией, поэтому непонятные моменты можно уточнить здесь на форуме. Ну а что касается самого языка LUA - читаем дальше. Итак начнем просматривать нашу онлайн библиотеку.. Ссылки от юзера MX_Master, т.е. мои рекомендации : --- http://lua.ru/ http://lua.ru/doc/ Вторая ссылка - перевод официального справочника по языку Lua на русский язык. Очень мало пояснительной инфы и перевод местами сильно косноязычный. Дешево и сердито. Помогает уловить общий смысл, но тестировать все придется самому, т.к. примеров немного. http://ilovelua.narod.ru/ http://ilovelua.narod.ru/about_lua.html http://ilovelua.wordpress.com/ Ресурсы одного и того же автора. Все объясняется в самой что ни на есть доступной форме. Даже первоклассник программирования сможет это понять (: Вторая ссылка дает практически 70% того, что должен знать MTASA скриптер по языку Lua. Рекомендую. http://w3d.wiki-site.com/index.php/%D0%9E%D1%81%D0%BD%D0%BE%D0%B2%D1%8B_Lua Основы Lua. Простые и понятные примеры. Рекомендую. http://ru.wikipedia.org/wiki/Lua Куда же мы денемся без инфы в википедии. http://ltwood.wikidot.com/scripting:lua-lang Весьма понятный мануал. Примеров также много как и в официальном справочнике. http://steps3d.narod.ru/tutorials/lua-tutorial.html Мануальчик с небольшим игровым уклоном, в котором даже больше (вроде) инфы чем в официальном справочнике. Описания функций и примеры к особо непонятным функциям и конструкциям. http://netsago.org/ru/docs/1/4/ Введение в Lua. Небольшое. http://www.script-coding.com/Lua.html Введение. Общее инфо. Много простых примеров. http://xgm.ru/page/400 Немножко про LUA. http://luagml.ucoz.ru/doc/lua/lua.html Своеобразная копия http://lua.ru/doc/. Возможно, кому-то такой вид больше нравится. Cсылки от юзера Kenix : --- http://www.rldp.ru/mysql/mysqldev/glava04.htm - Нормальный перевод официального справочника на русский язык. Рекомендую. Примечание: в этом доке версия Lua 4.0, а не 5.1 как в МТА. Поэтому многие вещи могут отличаться. http://cortexcommandru.3dn.ru/forum/9-801-1 - В середине вся суть. http://progopedia.ru/language/lua/ http://big.vip-zone.su/doc/devel/lua.xml Cсылки от юзера CrazyDude : --- http://gta-rating.ru/forum/showthread.php?t=1370 Cсылки от юзера Kernell : --- Регулярные выражения в Lua http://www.lua.ru/forum/posts/list/57.page#408 Объектно-Ориентированное Программирование (ООП) в Lua http://mydc.ru/topic1429.html Основы декларативного программирования на Lua http://habrahabr.ru/blogs/development/77413/ Cсылки от юзера Elengar : --- Lua за 60 минут. http://zserge.wordpress.com/2012/02/23/lua Cсылки от юзера nikitafloy : --- http://www.cronos.ru/kb-cronospro-lua.html А еще у нас в подфоруме есть целый раздел с туторами по Lua/MTASA: viewforum.php?f=153
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  47. Hello. I want to present you my game mode based on Counter Strike. The server with this game mode was not popular and died. I get some break and now I decided to continue this project and release for Multi Theft Auto community. Features interface based on CS: Source full dynamic and easy customizable weapons & shop (including grenades as flashbang, decoy; nightvision goggles etc.) own damage system carrying weapons on the back, C4 in the hands spectator mode with freecam and "wallhacking" friends from your team and weapons on ground weapon drop planting & defusing bomb hostages server Message of The Day, global news, new version notification and auto update master server list Rock The Vote and nominating maps to the next vote; auto vote after 30 rounds support for different languages (standard is english and polish) Screenshots (click me) Videos (click me) Download Community: https://community.multitheftauto.com/?p ... s&id=10487 Thanks to Ren712 - ped wall shader & mapfix shader
    1 point
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