
Oz.
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Everything posted by Oz.
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If you mean the studio part of Madd Dogg's Mansion, the object ID is 14393, named 'Dr_GsNEW09'. If you mean the small section of hallway in the recording studio shown in a cutscene in single player, the object ID is 14814, named 'StudioHallBuild' (furniture IDs 14813 and 14812). I think the col for that doesn't work though, you'd need to make a new one. Search for the object name in the 'All' category and the map editor should find it.
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I think that is only possible in certain interiors.
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Just as a friendly bit of advice to you Karlis, I would be very careful about releasing your code to certain individuals who claim they will not copy or steal it. Certain individuals will only respect intellectual property when it is convenient for them to do so. Good luck with your resource, it looks fantastic, but please be wary of who you give your source code to. I would hate to see the theft and intellectual property exploitation I've seen in the past happen to you too.
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We experimented with that concept about a year ago (or more?), to allow vehicle mods to be swapped in and out in real time, rather than players having to close MTA to swap or install new mods. The mighty Kayl was the creator of that, I'm not sure what happened to the resource though. I think it was shelved as we had other projects in the pipeline - it was quite promising though, and worked well. So it's certainly possible, it's been done before
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https://wiki.multitheftauto.com/wiki/EngineLoadCOL https://wiki.multitheftauto.com/wiki/EngineReplaceCOL I guess you'd start there, maybe someone experienced in scripting can be more specific. The harder part is creating the COL, you'd need some basic 3D modelling skills and some modelling software (ideally 3DSMax or GMax) in order to do it properly.
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Ideally you'd create a new collision file for it, and replace the old one with your new one. Alternatively you could maybe find small flat objects and place them just under the floor, just behind the walls etc, to simulate a proper collision. But the first option is the most effective.
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40 elements specifically? Not 39 or 41? It's more likely a problem with the custom object/script (such as the bbox for the original object being off-screen or the object exceeding the maximum stream distance) than a certain number of adjacent elements. I haven't experienced the problem you mentioned with restarting scripts that use custom TXD's, works fine for me, nor have I experienced the COL issue Benox posted about on my own custom models. But I would love to see more support and functionality for custom models in MTA, there's a whole realm of creativity there which can't really be realised until all these issues are ironed out. All in good time, I guess
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It's probably the same guys who've been calling their server name '[DKR] 24/7 Freeroam++ v2' to try to get people to join their server, they were also ZIP or something. They'll probably get bored and give up. It's frustrating for the server owners' whose server name they are copying, but it's not like they're going to make their server popular doing this cloning thing.
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Just out of curiosity, do you have permission from the creator of those custom objects to use/redistribute them in the race map you are trying to make?
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I guess because there's no effort put into that, just someone downloading a car mod that somebody else made (usually uncredited), writing like 6 lines of code and farting it up onto the community. People can find their own car mods online and install them by themselves. The community center is supposed to be for actual resources, not a mirror for car mods that you can get on a dozen other websites, I think that's the rationale.
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We had this same problem last year and the year before, we were hitting 128 players every day, often for hours, and were chewing up something in the order of 4-5TB a month, so no need to feel alone. We had to negotiate a sponsorship arrangement with our service provider (advertising) to help pay for the costs associated with that amount of traffic. We were able to make small improvements in bandwidth usage with resource optimisations, but those steps forward were generally completely overrun by ever-increasing popularity of the server. It'd be great if something could be done about that, but likewise we were simply appreciative of the quality of gameplay possible with MTA and didn't really want to complain about it. Although sadly, if the same network usage remains for the 250+ player capacity in MTA 1.1, no one will be able to afford to reach that number. Server operating costs would be astronomical. But hey, there's over 700 MTA servers, but the big 5 (Valhalla, SAES, DKR, CIT, German Vio) account for about 15% of the players. Maybe we just need to spread the love
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Any workaround for huge objects fading in/out randomly?
Oz. replied to Franc[e]sco's topic in Scripting
You're probably experiencing either of two problems. Firstly, DFF's only stream to a maximum distance of 300m from the object's pivot point, so if you are more than 300m from that point, the object fades out and becomes invisible. This is the same value used for DFF cull distance in Single Player, except obviously Single Player has LOD models while MTA does not currently have that functionality. There isn't really a way to get around that limitation. Secondly, in some cases if you have replaced a reasonably small object with a very large one that has no COL (this may be the case with your Hill object), the replaced object will disappear entirely if the position of the original object is off-screen. If this is happening, it can be fixed with scripting, but you will still be subject to the 300m max stream distance mentioned above. In both cases, you could probably improve the look by splitting up the objects into smaller ones. There's supposed to be a LOD system for custom models in MTA1.2, but that version could be a year away for all we know, so best to work with what you've got now. Breaking down objects into smaller ones is probably your best workaround for now. -
That's only ped TXD (skin) replacement, not ped DFF (model) replacement.
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What score do you give yourself for modesty? Edit: I'm sorry, that wasn't very constructive. I think most large, reputable servers tend to give out Administrator to people who can contribute something specific and sought-after (such as scripting ability), and/or who have contributed to the server over an extended period of time. But best of luck anyway, perhaps some server is looking for someone such as yourself. Maybe you should post some screenshots to wow people with your 5/5 mapping abilities.
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No, SAMP does not use LUA, it uses a far inferior scripting language called PAWN or something, so scripts are not interoperable. There might be a way of converting LUA to PAWN, but I'm not sure if SAMP has functionality to force object replacement by scripting. SAMP has a far more limited selection of server/client side functions and commands than MTA, so it may not be possible. You might be better off asking about that on the SAMP forums, if your plan is to use it in that game.
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Indeed, as I said, you would need some scripting knowledge to replace the object using LUA (and some modelling knowledge to create a new DFF/COL). It is possible to have that replacement script running while in Map Editor, so that you can position your other objects (like the ramp) correctly. Thus it isn't Map Editor that is replacing a default object, it'd be the LUA script.
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The only way to fix your underground car park problem is to edit the object your ramp (leading to the car park) is passing through, i.e. edit the section of ground. If you're reasonably confident and capable with 3D modelling, you'd be able to edit the DFF and COL to create a hole in the ground through which your ramp could pass. MTA's Map Editor can only spawn and position existing map objects, it can't actually edit those map objects. You'd also need some basic scripting ability to force the replacement of the original DFF and COL with your own edited one. It is possible to create moving garage doors using LUA scripts, but you might be better off looking for advice on that in the Scripting section of these forums. Or starting off by yourself on: https://wiki.multitheftauto.com/wiki/Scr ... troduction It's possible that there are freely-available community resources to satisfy the object replacement and moving garage doors, you can search here and see if any exist.
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Have you tried other objects, or other locations? I know that particular area of LV is extremely buggy with underground invisible barriers - you can see from one of your screenshots that the entire two-storey underground carpark has disappeared because of them. But that's pretty common for underground areas of San Andreas. If you fly a plane underground beneath the cities you'll see all the buildings appearing and disappearing because of those invisible barriers. In any case, it's more likely to be a problem associated with GTA (or the objects in question) rather than MTA's Map Editor. Experiment with different objects to see whether its your scaffolding object or the chosen location that's the problem.
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Wow the basic premise of that script looks strangely familiar...
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Download MEd, click the 'Scene' tab, and load up the ones that say DATA/MAPS/interior/*.IPL. This will visually display every interior and interior object in the game, including many that are never actually used in Single Player. Though if you have a slowish computer you might want to avoid loading all of the Interior IPLs at once. Once you have the IDs or partial object names of the objects you want, you can easily find them in MTA's Map Editor. Alternatively you can browse into that same folder in your San Andreas game folder (..GTA San Andreas/Data/Maps/Interior) and open the IDE files with Notepad to get IDs/DFF names/TXD names. But MEd is a far better option.
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Yes, I ended up doing that, but often DFF and COL models will be different (high/low poly). The link you provided for the map is the same as the link for the resource - I spawned the relevant objects in Map Editor and experimented with them. Indeed the COL seemed to be stuffed on that LoopA, I made a new one out of your DFF and it works now. I think you might be using the wrong Kam's Script for COL export, since as I mentioned before, all of your COLs were COL1 version instead of COL3. Although it's odd that only one of the three COL1's was not working. The one I use... The older one that creates a bounding surface If you're using the older one that creates a bounding surface, it's possible that that is the source of your problem. http://rapidshare.com/files/452000493/Loop90A.zip That's the re-exported COL3 version that I had working fine for me - let me know if it works for you too.
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Well for one thing, you've exported them to COL1 format instead of COL3, so there's potential for problems there. And which of the objects is the one that isn't working? The zip file you provided contains three COL files. My 3DSMax doesn't like your .max file, so I can't see the object. Perhaps you could try exporting to another friendly format like .3DS?
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Download MEd, find your object (either by loading up a section of the map, or searching the relevant IDE list if you know the name) and get the relevant TXD filename. Alternatively you can just search the IDEs if you already know the ID/DFF name... ...\data\maps\\*.ide
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Well you could either try covering up the holes with map objects, or replacing the entire interior DFF with a fixed one.