Only the lua .
addEventHandler( "onClientResourceStart", resourceRoot,
function()
-----------------------------------------------------
---------------CONCRETE-------------------
-----------------------------------------------------
lighting = dxCreateShader ( "envlighting.fx" )
--engineApplyShaderToWorldTexture ( lighting, "*" )
roads = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( roads, "snpedtest1" )
local roadstex = dxCreateTexture ( "concrete/cityRoad.jpg" )
dxSetShaderValue ( roads, "gTexture", roadstex )
roads2 = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( roads2, "dt_road" )
local roads2tex = dxCreateTexture ( "concrete/cityRoad2.jpg" )
dxSetShaderValue ( roads2, "gTexture", roads2tex )
canyonroads = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvblenddrt" )
engineApplyShaderToWorldTexture ( canyonroads, "tar_freewyright" )
engineApplyShaderToWorldTexture ( canyonroads, "tar_freewyleft" )
engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hv" )
engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvgtravel" )
engineApplyShaderToWorldTexture ( canyonroads, "tar_1linefreewy" )
engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvblend2" )
local canyonroadstex = dxCreateTexture ( "concrete/canyonRoad.jpg" )
dxSetShaderValue ( canyonroads, "gTexture", canyonroadstex )
concrete = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( concrete, "block2_low" )
engineApplyShaderToWorldTexture ( concrete, "dockpave_256" )
engineApplyShaderToWorldTexture ( concrete, "cos_hiwayout_256" )
engineApplyShaderToWorldTexture ( concrete, "concretemanky" )
local concretetex = dxCreateTexture ( "concrete/concrete.jpg" )
dxSetShaderValue ( concrete, "gTexture", concretetex )
paves = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( paves, "sidelatino1_lae" )
engineApplyShaderToWorldTexture ( paves, "sjmhoodlawn41" )
engineApplyShaderToWorldTexture ( paves, "sjmhoodlawn42" )
engineApplyShaderToWorldTexture ( paves, "cos_hiwayout_256" )
local pavestex = dxCreateTexture ( "concrete/pave.jpg" )
dxSetShaderValue ( paves, "gTexture", pavestex )
freeway = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( freeway, "cos_hiwaymid_256" )
engineApplyShaderToWorldTexture ( freeway, "hiwaymidlle_256" )
local freewaytex = dxCreateTexture ( "concrete/roadway.jpg" )
dxSetShaderValue ( freeway, "gTexture", freewaytex )
crossing = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( crossing, "rufwaldock1" )
local crossingtex = dxCreateTexture ( "concrete/crossing.jpg" )
dxSetShaderValue ( crossing, "gTexture", crossingtex )
junct = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( junct, "sf_junction5" )
local juncttex = dxCreateTexture ( "concrete/junct.jpg" )
dxSetShaderValue ( junct, "gTexture", juncttex )
lampost = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( lampost, "lampost_16clr" )
local lamposttex = dxCreateTexture ( "concrete/pave.jpg" )
dxSetShaderValue ( lampost, "gTexture", lamposttex )
bricks = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( bricks, "snpdwargrn1" )
engineApplyShaderToWorldTexture ( bricks, "comptwall30" )
local brickstex = dxCreateTexture ( "concrete/bricks.jpg" )
dxSetShaderValue ( bricks, "gTexture", brickstex )
-----------------------------------------------------
---------------BUILDINGS--------------------
-----------------------------------------------------
build1 = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( build1, "sl_skyscrpr03" )
engineApplyShaderToWorldTexture ( build1, "lan2skyscra5_lod" )
local build1tex = dxCreateTexture ( "buildings/build1.jpg" )
dxSetShaderValue ( build1, "gTexture", build1tex )
build2 = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( build2, "sl_librarywin3" )
engineApplyShaderToWorldTexture ( build2, "lan2skyscra1_lod" )
local build2tex = dxCreateTexture ( "buildings/build2.jpg" )
dxSetShaderValue ( build2, "gTexture", build2tex )
build3 = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( build3, "sl_skyscrpr04" )
local build3tex = dxCreateTexture ( "buildings/build3.jpg" )
dxSetShaderValue ( build3, "gTexture", build3tex )
-----------------------------------------------------
---------------HUD------------------------------
-----------------------------------------------------
radar = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( radar, "radardisc" )
local radartex = dxCreateTexture ( "hud/radardisc.png" )
dxSetShaderValue ( radar, "gTexture", radartex )
-----------------------------------------------------
---------------PARTICLES-------------------
-----------------------------------------------------
cloud = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( cloud, "cloudmasked" )
engineApplyShaderToWorldTexture ( cloud, "cloudhigh" )
engineApplyShaderToWorldTexture ( cloud, "cloud1" )
local cloudtex = dxCreateTexture ( "particles/cloud.png" )
dxSetShaderValue ( cloud, "gTexture", cloudtex )
smoke = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( smoke, "collisionsmoke" )
local smokeTex = dxCreateTexture ( "particles/smoke.png" )
dxSetShaderValue ( smoke, "gTexture", smokeTex )
moon = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( moon, "coronamoon" )
local moontex = dxCreateTexture ( "particles/moon.png" )
dxSetShaderValue ( moon, "gTexture", moontex )
corona = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( corona, "coronastar" )
local coronatex = dxCreateTexture ( "particles/corona.png" )
dxSetShaderValue ( corona, "gTexture", coronatex )
light = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( light, "shad_exp" )
local lighttex = dxCreateTexture ( "particles/shad_light.jpg" )
dxSetShaderValue ( light, "gTexture", lighttex )
fire = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( fire, "bullethitsmoke" )
engineApplyShaderToWorldTexture ( fire, "sphere" )
local firetex = dxCreateTexture ( "particles/fire.png" )
dxSetShaderValue ( fire, "gTexture", firetex )
vehiclescratch64 = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( vehiclescratch64, "vehiclescratch64" )
local vehiclescratch64tex = dxCreateTexture ( "particles/vehiclescratch64.png" )
dxSetShaderValue ( vehiclescratch64, "gTexture", vehiclescratch64tex )
-----------------------------------------------------
---------------TREES--------------------------
-----------------------------------------------------
trees = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( trees, "newtreeleavesb128" )
engineApplyShaderToWorldTexture ( trees, "newtreeleaves128" )
engineApplyShaderToWorldTexture ( trees, "newtreed256" )
local treestex = dxCreateTexture ( "vegetation/hojas.png" )
dxSetShaderValue ( trees, "gTexture", treestex )
grass = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( grass, "desgreengrass" )
engineApplyShaderToWorldTexture ( grass, "grasstype10" )
engineApplyShaderToWorldTexture ( grass, "grasstype4" )
engineApplyShaderToWorldTexture ( grass, "grasstype4_mudblend" )
engineApplyShaderToWorldTexture ( grass, "grass_128hv" )
engineApplyShaderToWorldTexture ( grass, "grasstype10_4blend" )
engineApplyShaderToWorldTexture ( grass, "redcliffroof_la" )
engineApplyShaderToWorldTexture ( grass, "grifnewtex1x_las" )
engineApplyShaderToWorldTexture ( grass, "desertgravelgrass256" )
engineApplyShaderToWorldTexture ( grass, "forestfloorgrass" )
engineApplyShaderToWorldTexture ( grass, "forestfloor256" )
engineApplyShaderToWorldTexture ( grass, "forestfloor3" )
engineApplyShaderToWorldTexture ( grass, "hedgealphad1" )
local grasstex = dxCreateTexture ( "vegetation/grass.jpg" )
dxSetShaderValue ( grass, "gTexture", grasstex )
dirt = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( dirt, "pavemiddirt_law" )
engineApplyShaderToWorldTexture ( dirt, "sandnew_law" )
engineApplyShaderToWorldTexture ( dirt, "stones256128" )
local dirttex = dxCreateTexture ( "vegetation/dirt.jpg" )
dxSetShaderValue ( dirt, "gTexture", dirttex )
rock = dxCreateShader ( "texreplace.fx" )
engineApplyShaderToWorldTexture ( rock, "rocktq128" )
engineApplyShaderToWorldTexture ( rock, "rocktq128blender" )
engineApplyShaderToWorldTexture ( rock, "rock_country128" )
engineApplyShaderToWorldTexture ( rock, "rocktq128_grass4blend" )
engineApplyShaderToWorldTexture ( rock, "rocktq128_forestblend2" )
engineApplyShaderToWorldTexture ( rock, "redclifftop256" )
engineApplyShaderToWorldTexture ( rock, "lasclifface" )
engineApplyShaderToWorldTexture ( rock, "cs_rockdetail2" )
engineApplyShaderToWorldTexture ( rock, "desertstones256" )
engineApplyShaderToWorldTexture ( rock, "rocktbrn128blnd" )
engineApplyShaderToWorldTexture ( rock, "cw2_mountrock" )
local rocktex = dxCreateTexture ( "vegetation/rock.jpg" )
dxSetShaderValue ( rock, "gTexture", rocktex )
end
)