-
Posts
327 -
Joined
-
Last visited
-
Days Won
2
Everything posted by Ren_712
-
And here it is: https://community.multitheftauto.com/in ... s&id=11087
-
It has been quite a time since i saw such potential.
-
Sure. Why not ?
-
I've seen the video. It's going to be awesome. The shader work is done atm. Working on proper handling, vehicle gravity to reflect proper "physics". Also will be adding some model related stuff to make sure everything loads properly.
-
Have you thought about per entity shader ? local sparks = fxAddSparks (... engineApplyShaderToWorldTexture (myshader,"*",sparks) I don't know if it works but you might try it.
-
I have created some shader effect to make this map look as it was meant to look. Too bad there are so little textures to mess with. I'll release it when it's done.
-
Oh, that looks awesome. i'd use this https://wiki.multitheftauto.com/wiki/Dx ... rialLine3D instead, solves all the alpha issues. But i think you should ask johnline, benox or 50p.
-
this: Remember the gtasa Renderware engine is old and has it's limits.
-
ztarkito -He puesto al día "Flashlight Shader" a v0.8.7. Busque variable "isSynced" y ponerlo a 'false'. A continuación podrá ver efecto de luz sólo de localPlayer. FTW GoogleTranslate
-
http://rbwhitaker.wikidot.com/skyboxes-1 http://developer.amd.com/resources/arch ... ubemapgen/
-
Thanks. I find it quite useful.
-
bgtracker 1)This is a 'non help' section of the forums. You shouldn't post that kind of questions here 2)If you want to convert samp objects to MTA - I have bad news. You shouldn't do that (breaks the samp eula) 3)You gonna probably find plenty of information about that on official samp forums.
-
It doesn't work with dynamic sky resource because the night shader is also applied to the texture of the sky sphere. just add 'skybox_tex' into the removables table in line 22 of c_night.lua
-
Another huge update https://code.google.com/p/mtasa-blue/source/detail?r=5502
-
That's cool It's also explained on the download page. (The readme is just a copy) step 1. Download radial blur shader and detail shader resources from shader examples wiki page. step 2. Put the zip files into your resource folder step 3. start the detail and blur shader resources. Start the shader panel. (the order is not important) step 4. Join your server. Then you will see the options in the menu.
-
It seems that you have chosen improper material. If that's a single model then it's definitely too big. I might take this on this one but I don't have much time. How about doing that yourself. Lot's of useful explanation you will find in this tutorial. Look for more 3ds tutorials on http://www.gtaforums.com/
-
How about a 'start windows' type of gui for freeroam. -should use only up,down,left,fight,f1,enter keys. -fast (no mouse clicking or typing cmds)
-
thanks, i think i solve the problem. this is came from ren172's shader panel. i deleted it and it seems to be normal. thanks again. That seemed to have something to do with the "mirror bug/interior bug using depth buffer". The devs must have fixed thatby now. You might download the newest shader panel version and see if it works properly now - even if it this particular bug might not be fully fixed, the said effects are not compiled until they are enabled in menu now (DoF and water ref). So just disabling the in config will make the game work correctly. Any feedback appreciated.
-
As far as i can tell ,there is no vice city map resource anywhere. You might try converting VC map from GTA UNITED. https://forum.multitheftauto.com/viewto ... 8766d8e393 But I don't consider it a good idea. Loading time takes few minutes. Back when I did test it some of the objects couldn't load, (and randomly disappeared etc). Maybe those issued have been fixed.
-
Update: Shader Panel does not disable antialiasing now (unless DoF or water refract 2 are used)
-
Enb palettes are uncompressed bitmabs (.bmp). The shader panel supports ENB palettes -but you have to compress them to (.png). Open them in raster graphics editor (like gimp, photoshop etc.) and save as .png (try to maintain best quality as possible). You can then replace existing palettes with yours. So I can only replace, not add? Ok, thanks for clearing that up. You can add them as well. You'll have to change settings.xml (max number of palettes), also add the file name to meta.xml. in line 60 of c_shader_panel_gui.lua add a (whatever you want to call it) name to table GUISP.optionList[1]. put file in palettes directory (it should be palette(nr).png). I just thought that 90% of the palettes I converted are useless, besides who needs 10 palettes ?
-
https://code.google.com/p/mtasa-blue/source/detail?r=5278 The mirror bug should be fixed by now. Please give some more feedback on this. Recently I can not test that myself.
-
Enb palettes are uncompressed bitmabs (.bmp). The shader panel supports ENB palettes -but you have to compress them to (.png). Open them in raster graphics editor (like gimp, photoshop etc.) and save as .png (try to maintain best quality as possible). You can then replace existing palettes with yours.
-
That's awesome. Zombie servers might finally look as properly creepy as they should.