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Everything posted by TEDERIs
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@Cyber14, sorry, I haven't noticed that. This leads to a suspicious website where are plenty of buttons, so I couldn't find the right one.
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Are the UV coordinates correct? Because it is possible to have all of UVs in the same point(0,0 for example). The texture at point (0, 0) is black, so it may be the reason.
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There is an amazing tool RW Analyze. So I would be sure that the DFF section is fine. A name in that section must be equal to a name of your texture in the TXD. Moreover, the TXD should have an SA type.
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That's right, the TXD has not loaded right way before. At the moment TXD is loaded, but there is some other issue. It seems like that TXD or DFF texture section are invalid.
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Hi, the function engineImportTXD should be called before loading the DFF. It's important to call the engine functions in certain order.
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I think the hasObjectPermissionTo function can help you.
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I can't find a place in the code where add permissions are performed. And I can't find an implementation of the setArea.
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The GTA SA (and MTA respectively) doesn't have a geometry shader, so you can use standard (vertex and fragment) only. Thus, in this case, shaders may be useful just for weapon coloring. But it can be interesting to hide a player weapon and attach a new one (replaced through engine functions) to player's hands.
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Okay, I have made an example for you: local yourColor = { 1, 0, 0, 1 } local textureName = "" local shader = dxCreateShader("putYourShaderHere.fx", 0, 0, false, "object") if shader then dxSetShaderValue(shader, "theColorYouWant", unpack(yourColor)) engineApplyShaderToWorldTexture(shader, textureName) end The "textureName" parameter you should find out with the resource named shader_tex_names. Just start the resource, walk up towards your object 689 and find the name by scrolling a list. Of course you also should download the shaders I can gave and put them in a resource folder(the shader should be named "putYourShaderHere.fx". And don't forget about a meta file. Good luck!
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So, first of all we need a shader. And don't forget download the mta-helper.fx file. Next, we need to use following functions: dxCreateShader dxSetShaderValue engineApplyShaderToWorldTexture
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Hi. Why is the triggerClientEvent function takes the source in a first argument? If you want to send a bubble to all of players you should switch it to the root element.
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ColShapes work fine with peds and vehicles, but stuck with objects because they are static. And as I know there is no a proper solution. My solution is kind of magic but should works fine. If you want to have a robust solution you may write your own implementation of collision shapes in the Lua.
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At the moment a completely new weapon isn't possible to add because some technical limitations is there. But you certainly may replace existing weapons by functions in the engine section: engineLoadDFF engineLoadTXD engineReplaceModel Or, if you want just to place a weapon in the world, follow the @Dimos7's directives.
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As far as i can remember MTA was tricky in collision detection, especially on a new object creation stage. And if that is still here, you may fix the issue by refreshing a colshape manually: local epsilon = 0.0001 local state = false local function refreshColShape(colshape) local x, y, z = getElementPosition(colshape) if state then setElementPosition(colshape, x - epsilon, y, z) else setElementPosition(colshape, x + epsilon, y, z) end state = not state end Just invoke this after each object creation.
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I want to share some news about our project. The last few months we have been working on the TForest system, which allows to draw over than 10 000 plants at a time. Each tree has a lowpoly billboard LOD that follows the camera and change the texture depending on its position. All trees are grouped into clusters. When a player creates a new tree, TForest starts automatic construction process within a certain radius from the player. Each cluster will be created geometry, collision and LOD. Below are a few WIP screenshots: http://funkyimg.com/i/Xsc9.jpg http://funkyimg.com/i/Xscc.jpg But the project is going through a moment of crisis and suffering. We are actively seeking lowpoly modeler to create high-quality collisions. If you are interested in our project and has experience in the Blender package or 3DS Max, please contact us. Thanks!
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The editor generates the model files in real time, and loads them into the game. Now the editor is actively used in my S.T.A.L.K.E.R. project and provides a 81 km2 area(theoretically possible to more). Some WIP screenshots: http://funkyimg.com/i/VGvz.jpg http://funkyimg.com/i/VGvJ.jpg http://funkyimg.com/i/VGvL.jpg
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I'm working on a project alone. Therefore, the development lasted for many years. At the moment I recruit a team of mappers who will work on the map. Once this is done, the development will go much faster.
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Not many people know about the project I'm working on for several years. This project is based on the popular game S.T.A.L.K.E.R. Shadow of Chernobyl. It took many months of research and experimentation. Was realized a lot of things with very different complexity. The video below demonstrates the game environment and a some opportunities ready for now: Here can be seen: - Reimplemented grass swinging in the wind - Dynamic skybox - Soft shadows based on light maps - Light points - Particle system (for example firebin) - Reimplemented day-night cycle with time map - And many small features...
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Integration of S.T.A.L.E.R. enviroment in the terrain editor. First, level-to-heightmap convertation: And work on result terrain: Work slowly, but surely!
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Of course, using the full potential of Lua scripts and only default MTA version.
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So they are baked in 3ds (or some other software), saved as a texture, applied per object texture using MTA shader functions. Means that a modeler should consider that concept when creating the model - 1 color texture and 1 shadow texture per model ? Or at least the textures shouldn't repeat on other faces of the model ? What about baking - Do You automatize the process for a number of entities ? Yes, each model has at least two textures: base and lmap. All textures are stored in the TXD archive and loaded by internal RW resource slicer. Shader also use two textureState and UV maps for the colors and shadows respectively. May be any number of material splits. I created a set of scripts for baking of shadows and export them in the DFF models. As the software I use Blender.