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Everything posted by Ren_712
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50/50 Cars have their own Coronas, but they are using the Texture i am using too, so you would have to replace the Vehicle Corona to get the old Corona Back. You can't exclude the effect from vehicles in any way. I tried that with my night_mod for dynamic_lighting. Well. But still i think you did a good job for DAYZ community.
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This affects vehicle coronas as well. Too bad it can't be restricted only to world objects.
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Your stuff is awesome in every way. I salute you - Im beyond words.
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I'm open for any collab. PM me if you want.
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I'd like to work with modelers and share my experience. There is still some stuff to be done on ped/vehicle lighting, but that can be taken care of. There is much potential in this. If You'd like that kind of stuff on your map then just PM me.
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I have successfully added a 2nd UV map to gtasa objects using kamMax Script. The rest is just a typical baking stuff + shaders. MTA 1.5 lights did help.
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If you see in chatbox: obj prev: MRT in shaders not supported... If so, then use non MRT option (the last flag set to false) - lots of mta players (knowing the fact that most of them use laptops with intel GFX from before 2009 on it) can't support that. This resource might be useful to prerender images of objects/weapons/vehicles by developer and saved to an image file. The functions for that are already there.
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You can apply the effect to objects, peds and vehicles. You will find model ids here: https://wiki.multitheftauto.com/wiki/Weapon
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I assume that it happens only for an MRT variant. For some graphics cards the alpha of the world object seems to be too low - it needs to exceed a certain value. I increased it. Download the latest version and tell me if it changes anything.
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I also noticed that. I don't really know what seems to be the reason of that - is the effect is applied later, or some variable is not set at startup. Please send PM with link to the video. When you start the objectPreview resource - if your GFX doesn't support MRT then you will be noted in chatbox - objPrev: 'MRT in shaders not supported!' In this case If you create preview of an object with MRT flag set to true - the object will not be rendered and the function will return false.
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In your resources line 9 you have createObjectPreview function. I noticed that you create a non Multiple Render Target variant ( the last variable is set to 'false'). The visible vehicle is rendered in world space (before MTA stuff), it is not rendered in a separate render target. Change the last flag to true and you'll get MRT effect. You'd cartainly notice that your graphics card doesn't support MRT in shader - you'd be notified in chatbox and debug.
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value of 1 should be enough for everybody. But seriously - what do You need the blur effect for ? If it's for menus then: https://community.multitheftauto.com/in ... s&id=10163 should be fine
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To open with gimp you'll need a plugin for that (as i mentioned before)
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Shaders working with MTA are stored in .fx file. The .vtf is a texture format not compatible with MTA. I'd suggest finding a photoshop/gimp plugin for vtf. Open the file and save as jpg/png/dds.
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You'd have to apply that to a specific object - for all the clients. Use elementData or events. An example: Download: http://www.mediafire.com/?dzz89axbxcz4o9a
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I said. The download link is in description. http://www.mediafire.com/?dzz89axbxcz4o9a People might help you out - but not doing all the stuff for you. What you learn will be yours to keep.
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This resource does something similar - changes textures per vehicle entity. It uses elementData - i guess it is fine too. You'll see download link in description.
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https://wiki.multitheftauto.com/wiki/TriggerEvent https://wiki.multitheftauto.com/wiki/Cl ... de_scripts It's tough at first, but you'll get used to that.
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So what seems to be the problem ? Remember that your vehicle already has to have paintjob texture. Texture state 0 is usually reserved for dirt texture. So find a proper vehicle first. The simplest effect that replaces the texture0 would be: texture Tex0; technique simple { pass P0 { Texture[0] = Tex0; } } I haven't checked if your lua code works properly. I noticed is that you set a high number for effect range. You don't need to set it to 9999 - if you want it unlimited then just set to 0. Also if effect is done for vehicles then change the entity type "ped" to "vehicle". applyShaderToWorldTexture should point "grunSomethingIdontRemember" texture name, and the vehicle element. I will not give you any ready solutions. You will just need to learn a bit of scripting. The shader stuff here is almost non existing.
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Events or element data. You will find that on wiki. If you want an example then search community.
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I made some resources utilising MRT in shader: GlassMan: https://community.multitheftauto.com/ind ... s&id=11781 WaterRefract4test: https://community.multitheftauto.com/ind ... s&id=11780 ObjectPreview: https://community.multitheftauto.com/ind ... s&id=11836
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An old, compiled version of my script shader_water_refract. https://community.multitheftauto.com/ind ... s&id=11821 DONE
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and it's done: https://community.multitheftauto.com/ind ... s&id=11836
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TheSmart - most of the ped models have only 1 texture, also You might replace textures per entity (eg. localPlayer, or any other player, ped) client.lua local texture = dxCreateTexture("textrue.png",dxt1) local shader = dxCreateShader("replace.fx",0,0,false,"ped") dxSetShaderValue(shader,"sTexreplace",texture) engineApplyShaderToWorldTexture(shader,"*",localPlayer) replace.fx texture sTexreplace; technique replaceTexture { pass P0 { Texture[0] = sTexreplace; } }