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Everything posted by 50p
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Doesn't matter where you assign the ID, you can have a script that creates vehicles and then when player enter the vehicle and types "/buy 1000" your script will change the ID of the vehicle so that he owns the car. If you load the cars from database then you can assign the ID right after you create the vehicle. Why do you ask me when you want to change the ID? It's up to you.
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It's probably your col file that fails because Material of the col mesh has no impact on where collision occurs. It only sets properties of the collision mesh, eg. if it's grass and it's raining you'll be sliding on it, if it's wood and you shoot it you see brown particles fly off. You may have to re-export the .col files from CollEditor or maybe your script doesn't replace the collision for custom model and it uses the original col of the model you're replacing.
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If your players need to register then use player's account name as the vehicle ID. setElementID( vehicle, getAccountName( getPlayerAccount( player ) ) )
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So, currently I export one model for each mesh. If you copy objects around only the first one will be exported and others will be just separate 's in the map file. I've also added new section to map file which will define custom models which looks like this: "filename.txd" > "12345" dff="filename.dff" col="filename.col" /> As you can imagine, contains custom model definitions, as well as TXD attribute, this way you can specify which objects will use the same texture. At first, I added txd="" to each but it was harder to define which model will use which txd in 3ds max. You'll find out everything soon. I'll make a video tutorial on how to use the tools because it will be easier to follow for beginners than a written tutorial :>
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Thanks for the comments guys! I'm rewriting my Map exporter as well to export .cst files aside to .dff. .cst files are basically .col meshes but they are not supported by GTA, these files can be opened with CollEditorII which can then export .col files with just 2 clicks. I'm integrating the exporter to the rest of the tools so it's even easier to use. I'll be posting some screenshots or even a video showing the entire process from creating a map to playing it in MTA. For now, here is a screenshot: https://dl.dropboxusercontent.com/u/437 ... sample.png That's it for now :>
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Now it's more clear to me. Answer is no. You can't create your own models and simply put them ingame as an addition but you can REPLACE already existing models within the game. There are 212 vehicles in game (IDs range: 400-612), you can't have your own IDs. Although, devs are currently working on a way to import your own models to the game with their own IDs but to date we are limited to what GTA valid IDs are supported. MTA gets unstable when too many models get replaced but you could make your own dynamic system of loading models when they're needed and unloading them when they're streamed out but this too may lead to stability issues since replacing models doesn't take as long as 1ms. Imagine driving around and vehicles streaming in/out, this increases possibility of crashing since MTA's engine functions aren't perfect.
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I still don't understand your "skins". Models have textures, not skins. Pedestrians (peds) are skins. So, "skin of vehicle/ped/object" doesn't make sense. If you're talking about textures then you can replace textures of almost any model in game. I don't know if that helps but not understanding what you need to know makes things difficult.
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That .fx file is probably replacing textures. Vehicles have a grunge texture (vehiclegrunge256 if I remember right) and that .fx file may replace that texture with transparent texture or 1x1 white pixel texture. So, you need to make a script that will replace the texture yourself. There is an example on the wiki. https://wiki.multitheftauto.com/wiki/En ... rldTexture
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onClientPlayerDamage will be trigger for all clients, so all the clients will trigger the server event. Just check if you want to undisguise the player you hit, if so, trigger the server event and pass the player who you want to undesguise (do not undesguise the client, because that would be you).
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If you're looking for some more advanced technique then you can use a shader. So that you can create a render target and draw on it with dxDrawRectangle or any other dx function and then apply a shader with a masking texture to it. That's how author of the GTA IV HUD resource achieved the radar drawing and health bar around the radar.
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You're not explaining what you need to know. What do you mean by "skins for peds, players, objects"? That is total ELEMENT LIMIT this means all the elements together (objects+peds+marker+blips+vehicle+etc. = 65535) Of course GTA itself has limits, for example may not display more than 32 markers at the same time (a christmas tree may not have more than 32 lights/coronas).
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If it says it can't connect, what can we do about it? It's not the script problem but the MySQL server itself. You need to sort it out or speak to someone who is hosting the server for you.
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That is the problem with dxDrawImage3D function itself. Whoever made this, simply adds width and height to to the x and y coords as well as "rotation" to z coord, which seem wrong. You can try to mess with the last param (after tocolor in your script @ line 20), which apparently is "rotation", if that fails you need to calculate the rotation yourself. I've tried to make particles system by drawing a 3D image but because of the complexity I dropped the project.
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You're painting in the same place or you're passing wrong coords to the tags table. Check the addTag and addSpray functions parameters because 3 of them are the same that might be causing the problem.
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Straight after I try to run the setup, yes. I picked the default location for MTA San Andreas, I have both the Client, Server as well as SDK installed. Thanks for this info, I've PM'ed you with some questions. Help me to help you.
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Try to apply a paintjob (you showed in the second screenshot it was set to 0, change it) and check the list again. If it doesn't work, well, find your texture name on the list and then replace that with custom paintjob texture. EDIT: You can find some information here: http://www.gtaforums.com/index.php?showtopic=209878 Seems like the original texture applied to your modded vehicle needs to be "remap" to support paint jobs.
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I wonder why would you need 2 UV channels? Also, it's the GTA limitation if it doesn't support 2 UV channels on models so I can't do anything about that. What do you mean instanced models? I've loaded maps with loops generated by Roller Coaster generator plugin (where loops are created with the same model), I only load 1 model and that model is then instanced all over the scene to create the exact same scene. I'm working on the exporter now. Since I can't export .col files because Kam has encrypted some of the Max scripts (including the one responsible for exporting .col files), I can export .cst files which then can be opened inside CollEditorII and then exported as .cols. I can't get in touch with Kam so I won't get the source code for exporting .col. I want to automate as much as possible but this .col exporting annoys me. I have spoken to some people about exporting .pngs from .txd files but nobody can help me with that. aru was supposed to help me in the middle of April (which is now) to preview textures from .txds, like he did in Spark app where you can preview .txds, so if I could view the images I could then write code to export them but I'm not that advanced coder when it comes to graphics/images file formats, etc. not to mention game texture archives. I do my best though!
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Hi, I'm sure not everyone of you has heard of this but I started to make a .map importer for 3DS Max, as well as exporter. Currently I've managed to import most Race maps that I've tested and I made a video showing 2 of the maps. I'm pretty impressed how it turned out and I'm excited to get it finished. I can't say much about release date but I wante to make an exporter as well so I'm thinking of the best way to implement it since those are original models from gta3.img and exporting these maps straight after importing them would create custom .dff for all of the models. I'm working on a way to export the maps but I also need to identify modified models. Anyway, enjoy the video: This is a little outdated video, currently I support checkpoints as well as spawnpoints. I'll be making an installer and testing on different machines will begin.
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That makes sense. When you apply a paintjob the vehicle's texture changes. If you check gta3.img you'll find jester1.txd jester2.txd and jester3.txd. Each of these txds has only 1 texture (jester1body256, jester2body256 and jester3body256). If you want to replace the texture of your modded jester then you can simply replace texture with the shader (the texture name that is applied to the car, with a paintjob texture). I can't remember how GTA engine works when you use setVehiclePaintjob on custom vehicles. But the only way to replace your original texture (not jester1body256, etc) with a paintjob texture would be with a shader.
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How you are going to do it? Please at least give me a hint. Is it like adding new texture to the game? I'm dying to test it. Shader can be used to replace textures. vehicles.txd does not hold paintjob textures. You can use simple texture replace shader to replace textures if you can't get to replace some textures. https://wiki.multitheftauto.com/wiki/El ... der#Simple This is the shader you'd have to use. You will need to apply this shader to world texture (https://wiki.multitheftauto.com/wiki/DxCreateShader). To know which texture you need to replace you can use https://wiki.multitheftauto.com/wiki/Sh ... ture_names resource to help you find the paintjob texture.
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When are you getting this message? Straight after you run the installer? Besides, you can select the MTA Client and MTA Server directories separately.
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Try G-TXD. I remember having problem with TXD Workshop. http://www.gtagarage.com/mods/show.php?id=2078