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Everything posted by Ren_712
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The shader effects are compiled when the shader_panel starts. There are 2 effects that require readable depthbuffer - water_refract2 and depth_of_field (dBlurV.fx ,dBlurH.fx, water_ref.fx). At this point the antialiasing is turned off. The fastest solution would be to replace all the lines (in that 3 effects) with this: // Fallback technique fallback { pass P0 { // Just draw normally } } It's not a cleanest solution, but right now i don't have much time do update the resource. also in the settings xml That should disable the depth effects. The detail and radial_blur are toggable: just look in c_switch.lua for details They can also handled by shader panel. The easiest way to disable the dynamic sky would be to: When I have some more time I will update the resources.
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This is the message to 85% of the freeroam server owners and community scripters (if you are looking for some ideas). So that's enough ranting for today
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Did you start the resource being outside (interior 0) ?
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I need to test the readable depth buffer -so if you could: 1.Update your nightly MTA. 2.Download shader_water_refract_test2 from community: https://community.multitheftauto.com/index.php?p= ... ls&id=6054 ...and check if it works or not? 3.What's in the chatbox ? Does it start properly ? If it says 'depth buffer not supported' or other stuff like that - turn off antialiasing. Did it work/did not work before ? 4.Then enter cj's house interior or some victim cloth store (with mirrors) and check if the screen image isn't buggy/flipped. 5.Post results in this thread.
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That looks really awesome. About those (dark rectangles) - have You tried setting vehicle alpha to 0 ? This should not affect the shader output. Haven't tried that, but I think it might work.
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There are some custom maps from CS 1.6 on community.How about de_dust2. Don't neeed to make it - just download it. https://community.multitheftauto.com/in ... ls&id=1214 If you would want to try it yourself - there are tools to export cs maps to 3ds max. There are tutorials explaining how to make models for GTASA. If you want to make some cs like map out of gta objects check stealth gamemode. Lots of interesting examples. You may want to change some textures - you can do that as mentioned above or using shaders https://wiki.multitheftauto.com/wiki/Shader
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http://code.google.com/p/mtasa-blue/sou ... ail?r=5213
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http://rbwhitaker.wikidot.com/hlsl-tutorials http://digitalerr0r.wordpress.com/tutorials/
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Here's Huntbot https://community.multitheftauto.com/index.php?p= ... ils&id=985
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https://wiki.multitheftauto.com/wiki/Cl ... _Functions https://wiki.multitheftauto.com/wiki/CreateObject https://wiki.multitheftauto.com/wiki/SetElementRotation https://wiki.multitheftauto.com/wiki/MoveObject https://wiki.multitheftauto.com/wiki/SetObjectScale https://wiki.multitheftauto.com/wiki/SetElementPosition Tworzymy obiekt, następnie ustawiamy rotacje obiektu za pomocą funkcji SetElementRotation. Jeśli chcemy animować obiekt, stosujemy tą funkcję w pętli np: for.
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I think it's like a flat (player shadow) 2d texture, not a 'billboard' like a corona. It Can be done. But it looks cool only on flat surfaces. My guess is that it's definitely not a specular.
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How about this .. .. https://wiki.multitheftauto.com/wiki/DxCreateShader 1.Create a shader with 'layered' argument = true That will create a shader "on top" of the vehicle texture. https://wiki.multitheftauto.com/wiki/En ... rldTexture 2.Apply the shader only to a certain element (the 'targetElement' argument) 3.Create a texture with an alpha channel (.png is the best bet). 4. Add ' AddressU = Clamp; AddressV = Clamp; ' when declaring your sampler. , add ' AlphaBlendEnable = TRUE; DepthBias = -0.0003; AlphaRef = 1; ' in your 'pass P0 { }' 5.Try to maniputate UV's ( ' + ' and ' * ' them all texture coordinates) and rotation (if you have to - you find that in shader examples) to make the effect the way you want - (might have to make a small gui to get the proper values). 6.PROFIT ? ...or skip what i said and use https://wiki.multitheftauto.com/wiki/Dx ... rialLine3D as mentioned before
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plis how fix ? It seems that you need add some arguments to dxCreateShader - to make it work for ped textures. For example: local shader1 = dxCreateShader ( "texture.fx",0,0,false,"ped" )
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Try turning on antialiasing. The problem occurs with every shader effect that uses depth buffer access (mainly depth of field and water ref in the shader panel).
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Sorry that i wasn't able to help. Anyway good luck.
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Did you install gtasa to a different directory ? I'd suggest finding Towncivilian's topic (plus running a mtadiag and posting the output).
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Are there any files that you think are present in the installation directory that are but the original files of freshly installed gtasa ? To be quite honest i can't seem to have any other suggestion but check that. Also: https://forum.multitheftauto.com/viewtopic.php?t=15151
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So what do you thing you had change that MTA stopped working ? Single player works right ?
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what version of gta_sa.exe do you have ? should be 1.0 I'd suggest installing fresh (and separate) gta in a different directory (that would leave another to be as moded as you wish).It's a typical answer but you might find it useful: I also think that you should post this in support forum (you would get more feedback).
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And i was wondering what you were up to ... And this ? Looks really ambitious. I wish you best luck. Oh ..That might not be the core matter of this project, but .. you said "dynamic hardware lighting". I'm really curious. Could you briefly describe your method ?
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The superhero beta happened to be one of the best experiences i had with mta. Very playable. Thanks for releasing the code.
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So i ran the house system and the shader panel. And yeah. I see what you mean. In some interiors this happens - but i haven't noticed that in freeroam. The screensource seems to show inverted world, mta console and gui seems unreadable. I noticed that this bug occurs with every shader using depthbuffer. (depth of field, ssnm,water refract ) -Temporary solution is to turn on Antialiasing. -Edit the resource, delete the DoF,water refract effects. (they should not even be defined) Update: It was the mirror bug. It is fixed now.
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post a screenshot and a resource name pls
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1.Which resource do you mean ? 2.How does it interfere ? 3.A screenshot or debug output would be nice. 4.??? 5.I think i can fix that. I need to update the resource anyway.