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Everything posted by Captain Cody
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				Apply shaders to individual infernus (ALMOST WORKING)
Captain Cody replied to Slim's topic in Scripting
-- Lua shader = dxCreateShader( "texRep.fx") -- Material == The name of the texture you used for mapping the vehicle engineApplyShaderToWorldTexture(shader,'material',vehicle) -- Fx texture gTexture; technique TexReplace { pass P0 { Texture[0] = gTexture; } } - 
	
	
				[REL] Texture replacement SHADER (car wraps etc)
Captain Cody replied to Dutchman101's topic in Resources
I don't know exactly what needs to be done, I adjusted it before to try to fix it for someone and got it working that's all I know. I prefer using overlays instead. - 
	I see yeh got the components working right.
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	You can increase distance but not pull off #2 distance without a lot of work
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	What type of format do the graphs need to be in? (Asking due to the possibility of using this along side custom maps.
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	Spoiler #2 is my conversion (can tell due to my radar); it uses the most advanced streamer ever seen in MTA. You can pull off better distance using LODs, but not like mine.
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	Can be done client side set all of the exterior players to your dimension client side.
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				[REL] Texture replacement SHADER (car wraps etc)
Captain Cody replied to Dutchman101's topic in Resources
Just need some tweaking to what material this is being applied too; easy fix. - 
	What he's saying is, he wants to have the exterior players in all dimensions, but the interior players in their own dimensions; I actually quite like this idea.
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	Lookie and have a see if the mips show.
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	Best way would be to test and find out yourself.
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				#Liberty City Roleplay [ Cant edit map via editor]
Captain Cody replied to Dizzle's topic in Support
I never stated that; I just said there are a few modifications you have to do to pull this off I'll be releasing something sometime soon that'll automaticly link to your map allowing you to edit it. - 
	
	
				[English]JSeries[Race|RPG|Sandbox]
Captain Cody replied to Captain Cody's topic in Servers to play on
This new set up status bar is completely useless. - 
	Magic
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	Or you can simple as this, use shaders .- a 'bad ass' scripter that knows more than lua
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	'Alpha' J Series is completely custom open world sandbox server based around my extended development of Gostown; Within this server you can find a huge completely custom map called Gostown, 2 islands, one has a city atop a mountain that scales taller then mt.chilland and has much geographical features such as forests, slopes, cliffs, and plenty more. On the other island sits an old world war style airport with a quarry and a decent sized city right down the road. -------- Currently, the game mode mostly revolves around racing with a completely new type of tune shop the likes of which has never been seen before in MTA, with many features, with the ability to tune near every aspect of your vehicle, this is a racers, tuners, ricers, drifters, etc delight. The map - Media : Server Stats : http://104.233.101.128/serverwebsite/ Server IP: mtasa://104.233.101.128:22003 Side note - Server may not perform well under very low spec computers, however, we offer options to try to improve your frame rate.
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	Take two is hitting GTA V modding hard there's even more doubt then ever before.
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	For maps like these I would highly recommend you use The GTAs convertor I use an quite heavily edited version for most of my maps, but this should do the trick.
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	You don't need to link them, in 3ds max you assign TGA textures. Then you build your TXD with the TGA textures.
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	There are hundreds of people who do that I'm sick of it. Also, I threw a link that leads directly to what you are aiming for. You pair guiGridListSetSelectedItem with guiGridListSetGelectedItem
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	guiGridListSetSelectedItem Quit calling stuff like this bugs.
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	Combine them under same<map/> tag, and use LODs setLowLODElement
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	Keep the item IDs and stuff the same.
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				[QUESTION] How can i add this mod to my MTA server?
Captain Cody replied to Turbe$Z's topic in Support
Replace the DFF, TXD and COL of the object with a random object. There's no need to go through and convert all of that stuff; IDEs and IPLs are just item placements for default SA. - 
	This part of the map will be featured on a WW2 / Nam era server I'm going to be working on.
 
