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Ren_712

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Everything posted by Ren_712

  1. I know, but it does not work the same and is not used for the same purpose. I'm talking about removing CJ run and when alt is held for the player it's a normal walk instead of the oh im a badass look ta me. http://code.google.com/p/mtasa-blue/sou ... start=4912 http://code.google.com/p/mtasa-blue/sou ... ail?r=4903 https://wiki.multitheftauto.com/wiki/SetPedWalkingStyle I'd suggest that all the interested should download the latest nightly and try if/how it works. Give devs some feedback.
  2. So when did this function get introduced ?
  3. OK .. i dungoofed. I was enraged about something else and there is no point to act it out here. Sorry to those that I have offended.
  4. Updated the shader_skybox. I haven't changed the ugly cube texture, but added some interesting stuff.
  5. The method can be used to animate clouds... sun .. moon .. as long as we are talking about a separate cubebox. So yeah.
  6. You mean the skybox script from community ? ..or the cubebox that was used ?
  7. Not that much really. I't might not be the best example...
  8. I've fixed the source of this problem. Now the resource works with all 1.3.1 clients.
  9. Custom objects are objects. I don't really know what would be the difference between adding those to linux or windows server. You know it's against the rules to add objects from that other multiplayer mod ? (read the .3e licence).
  10. You can change that in default_settings file: from: <option effect="palette" unlocked="true" started="0" maxlist="2" /> to let's say: <option effect="palette" unlocked="false" started="1" maxlist="2" /> Now it's set to 1 and player can't change it. started="1" means that the default palette after resource start is set to 1. 0 means turned off. you might set unlocked="false" if you want to prevent users from changing that value. also blur and carpaint .... set all to started="0" It would be possible to change effects by admin (since it's based on ElementData).. I might add that in next rel.
  11. resource: Shader Panel download: https://community.multitheftauto.com/index.php?p=resources&s=details&id=6184 This is a UI panel for managing additional shader graphics effects. Since the LITE one grew a bit.. it shouldn't be called LITE anymore. Main changes: You can now SAVE your options if you're logged in. Edit default_settings.xml to define DEFAULT options when player joins. Also lock or, disable certain settings. Make the window appear after join. Rewritten and reconfigured some of the effects and the menu. Options: -shader palette (supports ENB palettes) [you can add more than two] -shader carpaint fix, reflect and reflect lite. -shader depth of field and water refract 2 (enabled if supported by your GFX) -shader bloom, contrast and shader water by Ccw. -Handles external resources (detail and radial_blur) [You need get and start the resources manually] https://nightly.multitheftauto.com/files/shaders/ ... l_blur.zip https://nightly.multitheftauto.com/files/shaders/ ... detail.zip Effects [depth of field and water refract 2] might not work on your video card. You might have to disable antialiasing in game menu. !Also update your MTA to the newest nightly!. -- Reading depth buffer supported by: -- NVidia - from GeForce 6 (2004) -- Radeon - from 9500 (2002) -- Intel - from G45 (2008) If there is anything wrong (anything to fix)or some ideas - feel free to leave a comment.
  12. I don't mind that you alter the script.Interesting cube-box btw. Looks great. But quite ... huge. It requires some gfx memory. If you have other examples that you would like to share, check this topic: https://forum.multitheftauto.com/viewtop ... 4aa2efb639 and post it there. The effect i uploaded to community is just an example. After some time i don't find it so flashy. I think i could make something more complex (like an animated sky or something, there are many possibilities) - if anybody needed that.
  13. Ren_712

    DELETE!!

    Those resources were developed when there was no ability to apply shader effects to specific objects. So they change nitro texture color globally - for every vehicle. But it might be fairly easy to change that ... amirite ?
  14. I think you want texture names (if i'm correct).You'll need shader_tex_names from shader examples. https://nightly.multitheftauto.com/files/shaders/ ... _names.zip
  15. You can add custom paint jobs. The answer is "per entity shaders" just search mta wiki.
  16. IF it is HLSL (and the code clearly shows) I guess you could apply that. If the effect consists of both vertex and pixel shader you have to combine it into a one effect file. Plus some variables, etc (understanding what they represent) And what this effect is applied to. Of course you have to understand some basic c++ and hlsl to know what to do.So it's no copy file , paste file matter. Mta wiki has some info on applying shader effects. A lot of great info youll find here: http://digitalerr0r.wordpress.com/tutorials/
  17. Check this out: https://wiki.multitheftauto.com/wiki/DxCreateShader also an interesting resource showing how to replace textures per entity: https://community.multitheftauto.com/ind ... ls&id=5645
  18. I think I had a similar issue. Can't remember how I solved it thou. Try copying the file (which causes the error) manually. Search the .ipl and see which one is next after the one and copy it as well.
  19. Maybe You could describe - what kind of mod do you have in mind.
  20. I know it's late but: 10771 (CARRIER_HULL_SFSe) LOD: 10901 10770 (CARRIER_BRIDGE_SFSe) LOD: 11404 The new map editor lets you get the world object id's
  21. The first (lens effect) and the last (blood) are not done using shader effects. The middle one is indeed. They were used on 1play roleplay. The rainy surface shader was done exclusively for this server. I can't tell about the other two. Maybe you should contact the administrator of this project.
  22. Forget the render targets. How about just getting screen source , applying the effect and then writing it. This might help. You have to understand that this bloom effect is quite demanding. addEventHandler( "onClientHUDRender", resourceRoot, function() if not Settings.var then return end if bAllValid then dxUpdateScreenSource( myScreenSource ) dxSetShaderValue( blurHShader, "TEX0", myScreenSource) dxSetShaderValue( blurHShader, "TEX0SIZE",scx/2,scy/2) dxSetShaderValue( blurHShader, "BLOOM", Settings.var.bloom ) dxDrawImage( 0, 0, scx, scy, blurHShader, 0,0,0) end end ) As for the FX file. In line 95 you can manipulate the value (how many times is the effect applied) the lower, the faster.
  23. /shameless_self_promotion 1 Here is the car paint reflect https://community.multitheftauto.com/ind ... ls&id=5524
  24. Another thought. blurH and V effect from shader_bloom. If you want to use just one effect do that: blurH: changes from line 95 for(int i = 0; i < 7; ++i) { coord.x = PS.TexCoord.x + Kernel[i]/sTex0Size.x; coord.y = PS.TexCoord.y + Kernel[i]/sTex0Size.y; Color += tex2D(Sampler0, coord.xy) * Weights[i] * sBloom; }
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