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Tut

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Everything posted by Tut

  1. Tut

    Textures problem

    The video is unavailable on my end. Can you please try uploading to streamable or some other website. When you say that some buildings disappear, my immediate thought would be it's related to occlusions. Can you please try using the function https://wiki.multitheftauto.com/wiki/SetOcclusionsEnabled to disable occlusions in the entire world. It's as simple as this: setOcclusionsEnabled( false ) If this resolves it, you can define where to disable occlusions by creating a colshape and attaching the function to that shape.
  2. Tut

    Error loading TXD

    Can you please mention the problem with the mod before I load it in. Last time it worked just fine except it was missing a few textures.
  3. Tut

    Unknown Error

    Can you please send a screenshot of the error message. There must be a code tag or something more than just 'Unknown error'.
  4. Hey @TheLegend-EG, can you please look into adding more details surrounding your request. See:
  5. Hello and welcome to the forums @TommyInfinity. I'm sorry to disappoint you but this has already been asked and answered many times in our forum. There's currently no plans for this. I can however say that there are other multiplayer mods for GTA V such as RAGE MP and alt:v to mention a few. For reference: https://forum.multitheftauto.com/topic/124999-mtav/
  6. I suppose you mean this mod. https://www.gtagarage.com/mods/show.php?id=9062 You can make any vehicle enterable, so long as you know how to create vehicle models and collisions. I have some beginner's guides to that in my sig, should you be interested.
  7. Tut

    Substitutions do not work

    You'll have to modify your mtaserver.conf file found in: MTA San Andreas 1.5\server\mods\deathmatch\ to allow clients to connect with custom gta3.img. For anticheat reference, see: https://wiki.multitheftauto.com/wiki/Anti-cheat_guide As far as I'm aware this will resolve the issue.
  8. You can use MagicTXD or txdworkshop for replacing textures. Beware though, not all servers allow custom gta3.img on connection. Also, given there are dozens of files you'd have to run through manually, I cannot recommend doing this. Using a shader like the one that Patrick made is a lot more practical. However for this you'll also need to have admin access on your server.
  9. Tut

    Error loading TXD

    For the record, what I sent in PM concluded it was an issue with the model loader, not the model itself. The model replaces correctly but has a few missing textures. Can you please make sure that the bitmaps stored in the materials are named that of the textures stored in the TXD. As for your script, please add it here so that someone can help you correct the code.
  10. Hello @VoLcAnoMC, in order for us to maintain an easily usable forum please avoid posting duplicate threads. If you think a thread does not belong in certain section, it's better to flag it and have forum staff move it to the appropriate section. This does not only apply to threads you want to report, but you can also flag your own threads.
  11. No admin = can't add the resource. Same goes for the batch remove shader which Patrick made. You can however modify every vegetation .txd used in the game and load them onto your gta3.img. I do not recommend this however.
  12. You need to be logged in as administrator on your server to be able to start/stop resources. Alternatively do it through your server console by typing start leaf.
  13. Please send debug errors
  14. Hello and welcome to the forums @mitoshi, we appreciate you opening new threads for subjects you're unsure about so long as the questions aren't answered elsewhere. When posting to most subforums there will be a parent thread for guidelines. We recommend reading these prior to posting so that the right details are added for others to easily help you. There's a selection of tools which converts between the mapping formats. A while back I had bogged Patrick into writing a new one. Can you please see if that one does the trick?
  15. Tut

    Error loading TXD

    Can you please attach the code by clicking the <> button when editing your post. It may also be helpful that you provide the .txd file in case there's an error with the file itself.
  16. It's a bit of an old thread, but guiding people in the right direction is appreciated nonetheless. I think however this is an issue with streaming memory because LODs show up near the camera which they should not. These issues generally occur when MTA isn't given sufficient PC resoruces (mostly RAM I guess).
  17. Tut

    Wall Objects

    Please state which file you're looking for so that I can offer help for that particular one.
  18. Tut

    Wall Objects

    SAMP objects are contained in the SAMP.img that I remember. What's different from SAMP to MTA is that SAMP use .img archives as well as .col archives. For you to convert SAMP objects you'll have to extract collision models from the .col archive. The naming of collisions is the same as the dff name. It's important to note that SAMP uses textures for some of its custom models that are already found in the base game, for this reason you'll need to have access to base game .txd files. You can look up Prineside to reference the model names to make it easier on yourself when converting the assets. I can convert a handful of walls for you if you cannot figure it out - not very complicated, so please try for yourself and ask questions if you don't catch it. If you're able to learn to convert a wall, you could convert the entire SAMP library yourself. If you need to know more about MTA modding, please see this thread: https://forum.multitheftauto.com/topic/119240-mta-modding-in-3d/
  19. Hello @~Sr.Victor, if you require developers, we have a forum section dedicated to developer recruitments. Please check it out here: https://forum.multitheftauto.com/forum/149-looking-for-staff/ As well as the guidelines for posting: https://forum.multitheftauto.com/topic/93567-rules-and-formatting-for-this-section/ If you require scripting help, please describe the issue or provide the code that you need others to help you with. https://forum.multitheftauto.com/topic/94790-guidelines-and-formatting-for-this-section-read-before-posting/
  20. Tut

    Server tag copied

    Hello @RekZ, please see if this page is of any help: https://forum.multitheftauto.com/forum/188-server-list-abuse-help/
  21. Hello, thank you for clarifying. What you want isn't possible in in MTA. It blocks custom collision files that don't share the same data as the original ones. This is due to the very exploitable nature of collisions. I believe you can allow custom collisions through your server config. At least you can allow/disallow custom gta3.img among other things, so it's worth checking. It brings me back to when I tried to remove the walls of a jail model that a server was using so that I'd be able to break out by running through the walls... unfortunately that plan failed
  22. Tut

    More car parts

    I don't have much experience with these, but heard well of them (especially the latter): https://wiki.multitheftauto.com/wiki/SetVehicleComponentVisible https://wiki.multitheftauto.com/wiki/SetVehicleComponentPosition It's possible to set the components position to 0,0,-10 so it won't be shown on the vehicle. Though with that said I'm not sure how well it goes on the RAM and all that. I'm also not into coding so, see if there's someone else who can give you further guidance.
  23. Tut

    Color4 Zm

    Hello, I would just like to follow up. Were you able to export with 4th color type? @ege
  24. GTA and MTA treats collision files differently. In GTA your .col file can store multiple collision models. In MTA it can only load 1 of the stored collision models. So when you add a .dff to MTA, you also add a .col file.
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