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Tut

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Everything posted by Tut

  1. Thread moved to the Scripting forum, @Andrew75t
  2. Não é possível substituir os modelos de roupas CJ usando https://wiki.multitheftauto.com/wiki/EngineReplaceModel. Seus tipos de modelo suportados estão listados na parte superior da página de funções. Você pode substituir as texturas das roupas por shaders, e acredito que também pode substituir os arquivos .txd por https://wiki.multitheftauto.com/wiki/EngineImportTXD. O MTA pode carregar modelos de roupas personalizados se for substituído no player.img, mas não usando nenhuma das funções do mecanismo. Eu espero que isso ajude It's not possible to replace CJ clothing models using https://wiki.multitheftauto.com/wiki/EngineReplaceModel. Its supported model types is listed at the top of the function page. You can replace clothing textures with shaders, and I believe you can also replace .txd files with https://wiki.multitheftauto.com/wiki/EngineImportTXD. MTA can load custom clothing models if replaced in player.img, but not by using any of the engine functions. I hope this helps
  3. Hi @valietre, we do not allow support for leaked gamemodes and properties in our forums.
  4. Yeah that's what I use. Thanks for the correction
  5. I would assume you would exchange the ( dff, 4150) with ( col, 4150)? It's the only logical thing I can see even though I'm not a programmer. col = engineLoadCOL( "MRoadTwist15DegR.col", 4150) engineReplaceCOL ( dff, 4150) I would also recommend you follow the loading structure that I described above, which would be COL -> TXD -> DFF. Your structure is TXD -> DFF -> COL, so that might be an issue, but then again I'm not a programmer so I'd rather not represent myself as a good source of knowledge on that part.
  6. In what sense? I don't understand the problem.
  7. Ok, I can confirm it's an issue on your end. It might be a scripting issue, in which case you won't find much advise from me. I can however recommend you load in the following order; COL; TXD; DFF. If it's loaded in another order, I believe it won't load correctly. You can read more about that on the function page and its notes: https://wiki.multitheftauto.com/wiki/EngineReplaceModel
  8. A lot of SAMP objects are made to load their textures from .txd files inside of gta3.img of your GTA SA installation, therefore you'll have to extract that from your game files and not from SAMP files. The .txd files stored in samp.img are usually only for models that makes use of custom textures, or for textures cut down to lower dimensions than their originals, like a SWAT helmet, its GTA texture is 256x512, so SAMP would ideally make a custom .txd that's 32x32 because the helmet is that small on the image. Can you please describe what you tried, optionally in steps, so that we can verify that you were doing it correctly?
  9. Can you try following the 2 steps described at the bottom? Simply disabling faceit isn't a guranteed fix
  10. I mean, it would be an idea to send the diagnostic result that the OP was prompted to send. Either way, MTA commented on an issue related to missing anticheat components recently, so it might be worth trying those steps also:
  11. Tut

    Help

    It sounds like you would want to set the physics of an object. If so, see this function: https://wiki.multitheftauto.com/wiki/SetObjectProperty
  12. Exe replacements (downgraders) like what MTA SA prompts you to install in order to play - they are fine to be linked. Helping with, giving any form for support and linking entire copies of games with all of its scripts, models and utilities to run the game, is not okay. This includes PMing or sending them through anywhere else on the forums. This of course only applies to games that aren't open source and free to be redistributed.
  13. Hello @CJ007, it's cool to see people diving into the older versions of MTA. I'm sure there are oldies and new players who would be interested. I have removed your link to Vice City installation because we do not allow support for piracy in this forum. Thanks
  14. I think you could try using 3ds Max and import the DFF there. Removing geometry is very easy. In many cases you just have to delete a selection of polygons. In other cases the doors share same polygon as the wall. In which case you would want to use cut modifiers such as booleans, but be careful with boolean operations as they can damage the topology quite easily, especially with geometry that is uneven, or has triangles instead of quads. You'll only need basic knowledge of the program to perform the above actions, so try yourself out with it and see how it goes. I'm moving this to Portuguese language board @oFirezy
  15. I'm not sure how strong the capabilities in MTA are when it comes to weapon and object component customization, so to hide/show components of a model. What I'd do is do a tuning system for weapons just like cars, where I'd hide/show components depending on which weapon I wanted the player to equip. Something else you could do, which I know works, is applying a zero opacity shader onto a weapon texture, causing it to disappear. You can make use of this shader by having a weapon model with multiple weapon meshes inside - as one mesh combined, but multiple different textures. One last method I'd use is setting weapon invisible and attaching a world object to it. The world object can be set to only be replaced if placed within a colshape, but that would require you to animate the colshape with the player hands. I'm not sure how beneficial that would be. Another way of using world objects is simply permanently replacing unused objects like the 50 casino chips which are duplicates. What this does different is that you are permanently replacing an object, whereas using colshapes you're only replacing an object inside of a colshape.
  16. Hello Backflip Have you tried pressing F 2 times, this will turn cursor mode on/off and tends to break up the freeze that I'm having at times. Have you verified your controls?
  17. Tut

    MTA Server Bug

    Have you tried deleting the files from your MTA cache that the server mentions? That would be: MTA San Andreas 1.5\mods\deathmatch\resources\sfs_weapons\rocket launcher.png MTA San Andreas 1.5\mods\deathmatch\resources\sfs_weapons\combat shotgun.png MTA San Andreas 1.5\mods\deathmatch\resources\inventory_system\combat shotgun.png MTA San Andreas 1.5\mods\deathmatch\resources\inventory_system\colt 45.png The files will download again on reconnect. I think it should be resolved then.
  18. Tut

    City Map

    I don't think you'll have any issues with objects failing to stream in, so long as you utilise low LOD objects and keep every high LOD objects fairly low poly and textures low resolution. Respect the game engine's capabilities and avoid using objects which stand out from SA in terms of geometry and textures. If you're going to use any converters such as Scen2res, I recommend you always go through the code and make sure there are no errors, and try to optimize them manually as much as possible.
  19. Tut

    City Map

    It really depends on what you're creating. I personally do it all in a modeling software where I can mold out certain parts of the land e.g the seaport. It also lets me do mapping, by exporting to IPL and converting that to createObject. Rest of the team is using map editor for structures that already exist in the game, since we're trying to keep download size small as possible.
  20. Hello @Acenox, when selling resources please be mindful of the details you're providing to eventual customers. A bit more information surrounding the price and features that the resoruce has would do. Moving this to Resources forum. Please use it for selling resources in the future. https://forum.multitheftauto.com/forum/87-resources/
  21. Tut

    City Map

    Adding to the above, I'm currently working on a semi large scale project outside of SA map. We have 5000 units on each axis (so essentially 16000 square meters instead of 6000 which SA uses) to build on. We'll be replacing world objects from San Andreas by using colshapes to load/unload custom models. Essentially you have a cuboid shape, and if ID 1337 is inside of the cube, it will be replaced by a custom object. If it's outside of the shape, say in SA map, it will retain its original model. This allows us to replace virtually any object we want, so long as we do it outside of the locations where it's currently mapped in San Andreas. We'll be using this or something similar for replacing vehicles too, so we can have different types of trucks and boats. There are map boundary limitations that we're not going to care about that much, but it's something you should take into consideration when creating maps that are combat oriented, etc.
  22. I like it a lot, great recreation A few things I would consider is the overall speed of vehicles and animations, for some scenes I would record in say, 0.8 or 0.6 game speed, just to get a more smooth movement. For the camera I would use a camera tool instead of panning and cropping in post. It gives you more creativity space and I have personally used it for many years:
  23. Tut

    need to help

    I suppose you're asking how to map inside of buildings. What they did is they edited the model of the LSPD building, cleared its entrance and embedded the LSPD interior into the LSPD building. It's essentially an open world interior. You can get started by learning 3D modeling and getting the GTA SA tools for the application you prefer. I have some threads that may help: https://forum.multitheftauto.com/topic/119240-mta-modding-in-3d/ https://forum.multitheftauto.com/topic/118473-knowledgebase-modding-faq-and-help-thread/ It's worth noting that Autodesk has recently updated their education license terms, and it may not be applicable to everyone unless they have proof of being a student. I'm currently getting in contact with Autodesk regarding this myself.
  24. Hi and welcome to the forums @ReVolIT. In MTA you're not able to add new model ID's. Having a modified vehicles.ide seemed to cause the crash. Can you please restore the file or reinstall your game and then retry loading the game. You can find MTA vehicle ID's that are able to be replaced here: https://wiki.multitheftauto.com/wiki/Vehicle_IDs
  25. Tut

    Help Shader

    You could try reverse engineering this carshine shader by Dutchman/ren712: https://community.multitheftauto.com/?p=resources&s=details&id=15260 Doing that it should give you a good starting point and knowledge of how reflection shaders are coded.
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