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Everything posted by 50p
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There are coroutines but they are more complex than timers.
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Nice to see some progress. For generating maps, I'd use some sort of tile based system like in some old games (mainly 2D games, eg: Mario Bros). It'd be easier for you to edit the maps later. To do that, you can have tiles of size 15x15 (if I remember correctly, that's the size of X junction), then just place specific model in specific tile with rotation if necessary. This is my map creator for my flash game (the final project in college): To save the maps you can use tables: -- 0 = empty space; could be replaced with grass (15x15 plane with texture of grass) -- 1 = straight road -- 2 = X junction -- 3 = corners -- 4 = T junctions map = { { 3, 1, 1, 1, 4, 1, 1, 1, 3 }, { 1, 0, 0, 0, 1, 0, 0, 0, 1 }, { 4, 1, 1, 1, 2, 1, 1, 1, 4 }, { 1, 0, 0, 0, 1, 0, 0, 0, 1 }, { 3, 1, 1, 1, 4, 1, 1, 1, 3 }, }; As you can see it's simple to edit maps. You could replace each number in this table with another table { tileNumber, rotation }, so that you know that you need to rotate that specific tile. If you need to you could replace 0 with flat plane to create grass. You can google how such system is made if you don't understand, but it'd be much easier for you to edit maps in the future. These are just my suggestions. If you need any more models just give me a shout. Good luck with the project!
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If MTA had binary functions, that is, if you could work on binary files (read and write) then you could use and sent clients .zip files, then you could uncompress them yourself via scripting. That way you could send a single .zip file containing images or sound files and then uncompress them. As long as we have no access to binary file operations we can't write our own libraries. fileRead only returns string so it's no use for binary files.
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This will not affect the vehicle itself. You still need to use setVehicleHandling, since there is getVehicleHandling there is no need to store element data.
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What's the point remodeling entire San Andreas? If this gets more interest and more modelers will request this then I may get back to it and instead of relying on 3rd party libraries I'll write my own but it all depends on how much interest it gets. 3DS Max likes .tga texture with alpha channel better than .png with alpha. That is the only problem, I can't simply save images/textures as .tga that's why I need a lib that will work with both x86 and x64 bit versions of 3DS Max or snippet code that would allow me to save .tga from .NET PictureBox. PS. Please stop it with "God Bless...", religion has nothing to do with GTA.
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You have to set the control state to false, the to true. It's like pressing mouse button, once you press it (true), you can't press again until you release it (false).
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Without the code we can't help you. There are no bugs related to markers that I know of. It must be your code.
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setTimer ( outputChatBox, 5000, 1, "Time finish!" )
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Maybe when exporting you had MMC (Modulate Material Color) checked. All you need to check is VCol (vertex color) and UV (UVs are always needed).
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I've never seen that dark object in game. If setting vertices color to black won't make them as dark as the other object then I don't know how to help you. Make the texture darker maybe. Still, I don't know why would you need black object.
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Are you saying you set them to 5 and 10 but they are still too bright, then you show the picture which shows the models almost black? Are you alright? Set them both to black color (0,0,0) and you can't go any darker. I never told you to set the color to 10 and illumination to 5... Read from the image again.
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That is Vertex Color problem. There are many ways to fix it. a) Download XScripts and use the NVC Helper script to quickly change the brightness of the models at day/night: http://www.gtagarage.com/mods/show.php?id=4833 b) http://www.gtaforums.com/index.php?showtopic=451953 c) http://www.gtaforums.com/index.php?showtopic=273217 d) I don't use any scripts, I normally do it manually. This is my own way: Select all vertices of the model that you want to change the color of (you can select ALL the model VERTICES) and find "Vertex Properties" rollout (Editable Poly): https://dl.dropboxusercontent.com/u/437 ... _color.png
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Maybe this: https://community.multitheftauto.com/in ... ls&id=7254 (there is no screenshots so I don't know)
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@Tails, What you didn't do is UV map the model. The top face takes the whole UV space this is why it look like this. In 3DS Max, you edit the material by tiling at U and V coords instead of scaling the UV space. BAD: https://dl.dropboxusercontent.com/u/437 ... bad_uv.png GOOD: https://dl.dropboxusercontent.com/u/437 ... ood_uv.png Same thing for the bottom polygon, your UV space is stretched to make the texture tile. You have to learn how to use "Unwrap UVW" modifier. There is plenty of tutorials all over internet, youtube including.
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@SolidSnake, It depends what do you mean by 3D. Since dxDrawRectangle draws just a rectangle but moves around the screen and resizes depending on distance, it can be done the same with progress bars. @|H|TiTanium, Have a look in the source code: https://community.multitheftauto.com/in ... ils&id=234 I used the dxDrawRectangle to draw health bars.
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I'm afraid you didn't understand last part of my post. I don't script on request/demand.
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You need to use a shader to replace texture of lights. Most if not all cars share the same lights texture and therefore there is no lights texture in cars' .txd's.
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Correction: DaKilla Sebas aka GreenHood Castillo aka SolidSnake Mabako -- not sure if he is still active 50p xXMADEXx (These are all paid scripters. Mostly only people who are new to Lua and are trying to get practice will make free scripts.) I have never made any money on scripts. I do it for free, for the community, I don't script on request/demand.
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Unfortunately there can't be more than 1 cameras. You can only have 1. You decide where it is and what is rendered. Since you can't render twice the same frame that's why you have to render 1 frame then another frame from different location, that's what causes flickering.
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The camera is in the same dimension as the player. So you need to change player's dimension first. There is no source code for setCameraTarget, it's built in GTA:SA. The way MTA works is it injects into game and calls its built-in function. Each function has specific OPCODE, MTA calls these by injecting instructions to GTA. http://www.gtamodding.com/index.php?tit ... of_opcodes
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bindKey can be bound for both: when button is pressed down and released. You can also use onClientKey.
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Look into your getProgress function. It needs to return a value between 0 and 1.
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I managed to get the camera looking at the ped, I just can't check if it follows cause I can't seem to get the bindings right for the movement of the ped. SetControlState only allows player elements, for god sake... You can control Peds in a client-side script only. There is a function setPedControlState.
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If you want the camera to follow then you need to rewrite it. If you also want to control the camera while following other elements you have to rewrite camera controls too. There is a lot to do to make it integrate with other scripts.