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Everything posted by 50p
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According to wiki, it supports player elements only.
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It is possible to make custom vehicles that support paintjobs, there is guidelines you need to follow for the vehicle to support paintjobs but as far as I remember you still need to use a shader in MTA because the car becomes white when added paintjob. http://www.gtaforums.com/index.php?showtopic=209878
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Clothes models need to animate with the peds, it's not just attaching models to peds, they need to deform as the ped walks.
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So here are the roads: https://dl.dropboxusercontent.com/u/437 ... pieces.png DOWNLOAD: https://dl.dropboxusercontent.com/u/437 ... _roads.zip
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https://dl.dropboxusercontent.com/u/437 ... xtured.png @FatalTerror If you have some more models request, you can PM me. I'll get you the download link later tonight.
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https://dl.dropboxusercontent.com/u/437 ... /roads.png I'll get all the roads textured tomorrow.
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I'm not sure if "stage" resource will help you with that. https://community.multitheftauto.com/index.php?p ... ils&id=646
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Simpler would be to make a custom function and still use the built in chatbox. How? I can give you some tips: 1. Use getChatboxLayout to find out client's chatbox layout (width, scale and scale of text) 2. Calculate the length of the string using dxGetTextWidth 3. Calculate width of a space (" ") 4. Find out how many spaces you will need to make the text in the center of the chatbox 5. Add the spaces at the front of the message 6. Output the new message with the spaces needed. This idea would work client-side only but you can make it server-side too by sending the client's chatbox layout to the server when they join in (onClientResourceStart -> triggerServerEvent) and then send the message to every player separately in a loop, or triggerClientEvent with the message that need to be centered and do the calculations client-side.
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Looks nice. That windows and doors creation is cool and so seamless. I wanted to make the floor model but I didn't know what size since I didn't know if the house will be just square/rectangle or in other shapes. I'll pop and visit this topic from time to time to see how it goes. Good luck.
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Try these now (only DFFs): http://scripteditor.beta.mtasa.com/archives/MTA_Sims_walls_dffs.zip They should work much better now but like I said I haven't tested them myself, anyway good luck!
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@FatalTerror, As mentioned, you can use either shader (denny199's example should do the trick) or texture archives (.txd) simply create a new .txd with the texture names the same as mine (open .txd to check the names), then you can replace other model IDs with the custom models and apply that new .txd. These are just 3 textures (2x 128x128 and a 64x64) so the size shouldn't be too big. As I can see from the screenshots the vertex color doesn't seem to work properly. You shouldn't darkening the texture to fit because the texture is dark enough, it's vertex color that needs to be sorted (I added an example at the bottom of this post). I made it so that walls outside should be darker than the walls inside during the night. I'll try to export them again. Also, is it just me or your script, in the video collisions don't seem to work? Overlaying with dxDrawMaterialLine3D is not ideal, it would be way too many calculations and pointless since there are other ways (mentioned above)
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That's perfect. Thank you! There is a preview of the build system (just the start): I never say no to a little help. And your Sims project looks pretty cool too. Regards, FatalTerror. Looks cool so far :> I was wondering what time of day was it when you were recording the video? I see these models are a bit too bright, so maybe the vertex colors didn't get exported. If you want more texture variety then you can also replace other IDs and applying new .txd to them.
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@Halfmillz, You cannot used unused model IDs. As far as I know, engine functions will fail when you try to "replace" the model ID that is unused/invalid.
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Yes thanks, I didn't know what were the difference between theses two events. If someone want to contribute to this gamemode, I really apreciate that. Actually, I need basic things like 3D walls. (Yes, it's very simple...). I can make it with 3Ds Max but I can't export it for GTA:SA. If someone have some minutes to spend on it. There is: And thanks again for all your comments. Regards, FatalTerror. Also exported vertex colors so that models don't appear too bright at night. I have not tested it in game so if anything doesn't look like it should let me know. I think 4 meter for height is too high because CJ is ~2m tall but I still made it. Picot point is in the corner of each model for easier alignment. Download: http://scripteditor.beta.mtasa.com/arch ... _walls.zip Good luck!
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Thanks for the comments, I don't see many people modeling for MTA nor creating custom maps in 3DS Max, therefore I've stopped the development, there was also a problem with a library I used to save textures. Also, for some reason x64 bit version of 3DS Max doesn't like x86 bit plugins and the library is x86 only.
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Looks good to me. Suggestion: Use onClientPreRender for smooth camera movement if it's based on vehicle/player offset position.
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We do not support this kind of action. People encode/compile file because they don't want other people to have the source code.
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Just like I said, the rectangle coords are weird. Try this: local distanceBetweenItems = screenX / #items; for i, item in ipairs( items ) do local midPoint = i * distanceBetweenItems; -- center point of the current item local textWidth = dxGetTextWidth( item.text:gsub('#%x%x%x%x%x%x', ''), 1, "bankgothic" ); -- get the text width without colour coding local textHeight = dxGetFontHeight( 1, "bankgothic" ); local left = midPoint - textWidth/2; -- make sure the negative X offset will be half the width of text local top = screenY - textHeight + 10; dxDrawText( item.text, left, top, left + textWidth, top + textHeight, tocolor(0,0,0, alpha), 1, "bankgothic", "center", "center", false, false, false, true); end
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According to DirectX documentation, yes, it's rectangle. Bounding box is exactly the same as rectangle.
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For me, rectangles are 2 sets of coords, Position (x and y) and its Size (width and height). It doesn't make sense to have the size same as position (by default: x==width, y==height).
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@Josmis, To get the text located uniformly, you need to divide the width of the screen by the number of items, this will give you center of each item. Then you need to negatively offset by half the width of the text so that text is placed in the middle of the center point. local distanceBetweenItems = screenX / #items; for i, item in ipairs( items ) do local midPoint = i * distanceBetweenItems; -- center point of the current item local textWidth = dxGetTextWidth( item.text:gsub('#%x%x%x%x%x%x', ''), 1, "bankgothic" ); -- get the text width without colour coding local textHeight = dxGetFontHeight( 1, "bankgothic" ); local midPointOffsetX = midPoint - textWidth/2; -- make sure the negative X offset will be half the width of text dxDrawText( item.text, midPointOffsetX, screenY - 90, textWidth, textHeight, tocolor(0,0,0, alpha), 1, "bankgothic", "center", "center", false, false, false, true); end If that won't work, play with "right" and "bottom" coords. They have always confused me! (Defaults are: right=left, bottom=top... what if left and top are both 0 ==> top left of the screen? will that make width and height (right and bottom) of 0 too? so confusing )
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That is exactly what johny46 wanted to avoid.
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Remove line 9 and 14. Read it to yourself and think like the computer going from top to bottom. Learn to debug your script. https://wiki.multitheftauto.com/wiki/Debugging
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Kazdy gracz jest klasyfikowany jako Ped, ale zaden Ped nie jest klasyfikowany jako gracz.
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@Vector, Read author's first post. He doesn't want "18:5", he wants "18:05". By formatting string with %02d you get 2 digit number, 05 it it's 5, 10 if it's 10. Also, please edit your posts instead of double posting.