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Slim

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Everything posted by Slim

  1. Sorry for the double post it won't let me edit anymore. Another way you could pull this off would be to modify .DFF and .TXD for which ever cars you're allowing a custom paint job. (I'm assuming only the Infernus will have custom paintjobs because all other vehicles have bad UV mapping, and to fix the UV mapping for all vehicles would be a giant download) So long story short, what I'm saying is just change the texture name from vehiclegrunge256, to something like koragmap instead. So if ANY other vehicle is loaded instead of your custom paint job models, the texture name won't be the same, therefor it won't apply the paint job. I actually did this in my server earlier this year, even with the tail lights, I just forgot Another way get a true/false return, you could even use @IIYAMA's method, and if your custom koragmap texture doesn't exist, your tagged model isn't loaded. You need some experience in zModeler though to change the texture name from vehiclegrunge256 to koragmap, it's not hard, add me to Skype I'll do it for you. [email protected]
  2. Try converting/unconverting the images to BASE64, and choose your save preference. I don't script LUA much but I used to pull this off in other languages. Someone can probably come up with a better solution. https://wiki.multitheftauto.com/wiki/Base64Encode https://wiki.multitheftauto.com/wiki/Base64Decode
  3. If you used MGM, (custom downloader) You could detect this in the map loader with enough experience. Another method would be modding the original infernus.DFF and adding a tag component, for example: (IsModded) Use a script to retrieve all vehicle components, and if the component doesn't exist, it didn't load your tagged model. But depending on what you need this script to do, it would maybe require tagging all vehicle DFF, not only the infernus, which would be a rather large download. You could use OnClientRender to constantly check. https://wiki.multitheftauto.com/wiki/SetVehicleComponentVisible
  4. OnClientRender is dynamic, which means it updates constantly (every time GTA renders a new frame) So every time ANYTHING moves on the clients screen it'll execute the code he places on OnClientRender. This isn't an efficient method for what he's doing.
  5. I downloaded this and it seems to be no different from any other model replacement, if you know the .TXD for the default parachute you should have the model ID. So try replacing it the same as you would with a vehicle model DFF and TXD.
  6. The solutions I provided could solve any which way he asks, shaders to change the textures of non-punchable doors can make them look different, or he could follow that Youtube tutorial and build punchable doors from scratch, or he can change the shaders of the already provided punchable doors in game (1491) to make multiple different looking punchable doors. Any which way these methods could work.
  7. There's a GTA object that supports what you're asking for, use shaders to change the image. ID: 1491 Name: Gen_doorINT01 P.S. You could also try following THIS tutorial I found, which would be very time consuming and lots of learning for you compared to changing the shaders on the 1491 door.
  8. There's plenty of free stuff on the MTA resource community https://community.multitheftauto.com/index.php?p=resources I can understand not knowing how to do something, and wanting help. But what you're asking for is quite simple, you might wanna find somebody to show you how MTA works in general, or learn to browse the resources first and test them to learn more etc. P.S. Do /debugscript 3, test your script, then tell us what it says on the bottom of your screen. Also try to provide more information, like the script, meta, and files in the containing folder.
  9. You gotta read the notes beside all the code, if you're truly a beginner there's a number of things you could be doing wrong considering what certain things you know, keep trying is your meta correct? Is there spaces in your script folder/zip name? Are you entering the command correctly? --/changeveh 411 https://wiki.multitheftauto.com/wiki/Vehicle_IDs --to find vehicle ID's. (Server) (Client) When you see these 2 words on the wiki example pages, (server/client) it tells you how to place the script in your meta. Add me to Skype if you need me to show you more. [email protected]
  10. https://community.multitheftauto.com/?p=resources&s=details&id=12052
  11. Slim

    Open Interiors

    He's exactly right in my opinion, I can show you how to remove the doors in zModeler if you add me on Skype, [email protected]
  12. You need to learn to mod vehicles. Add special components to your mod under specified names, and you refer back to the specified names with script. Also the script you have here isn't even close to what you would need. Learn to navigate the MTA wiki bro https://wiki.multitheftauto.com/wiki/Main_Page
  13. Slim

    Shader

    I think you're looking for "explo1" in particle.txd. Not completely sure.
  14. Slim

    ped color

    I think I can do this in zModeler for you, but that should be your last choice, try to find scripts first.
  15. I don't have this problem, when typing in the chat it disables all hotkeys for me.
  16. You need to use the provided TXD that's included with the mod's DFF that you download. Also try typing /debugscript 3 to check errors while testing scripts in game.
  17. https://wiki.multitheftauto.com/wiki/Vehicle_component_manipulation In our upcoming server update we're using this exact method. Hope that link helps, my Russian friend scripted it for us, took him a couple hours. You're just gonna have to play around to see how these things work, you can maybe use https://wiki.multitheftauto.com/wiki/SetVehicleComponentPosition, along with https://wiki.multitheftauto.com/wiki/SetVehicleComponentRotation I wish I could help more but I'm a modeler not a scripter
  18. I used Sor toptimes and it stores mine with meta name how lucky
  19. The problem's that the meta names are the same, not the .map file. I have 50 GB of maps, all from different people, but some servers throughout the years change the resource names, while the meta names remain the same and appear duplicated in the admin panel. :/
  20. Does anybody know how? I know it's possible in many different programming languages lol
  21. Does anyone know how to assign shaders to individual textures that aren't related to vehicles? Like the textures in particle.txd Can these be assigned to individual players somehow? Car paintjob shaders allow a function to assign to individual "vehicle" But is there a way to do this with a .txd like particle.txd?
  22. You can totally do multiple cars with same vehicle ID, but none of the doors/damaged parts will work. Learn Zmodeler
  23. The MTA developers did their best but yes that's how it is. You could UV map the door and load a transparent shader to the door when you enter the command. And of course you could put the doors under a different parent and attempt to find a way to disable the enter/exit animation but idk
  24. Search the MTA resources there's some nice examples of chat box replacements.
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