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Tut

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Everything posted by Tut

  1. 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?
  2. 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.
  3. 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).
  4. Tut

    Wall Objects

    Please state which file you're looking for so that I can offer help for that particular one.
  5. 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/
  6. 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/
  7. 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/
  8. 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
  9. 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.
  10. Tut

    Color4 Zm

    Hello, I would just like to follow up. Were you able to export with 4th color type? @ege
  11. 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.
  12. I've never created a collision for single player, but for what I know, a .col archive in single player contains collision models for several objects. You'll want to name the stored collisions that of the .dff or the internal object name (all guesswork). So if you have 5 .dff files named box1 through box5, you'll want to have a .col file with 5 collision models stored, named box1 through box5. Eventually see the collision guide
  13. Can you please upload to a more known file host site e.g mega.nz or mediafire. Some screenshots of the issue in-game as well as on 3ds Max would be helpful in this case. Additionally please read the Collisions guide. It contains a lot of documentation and limitations for collisions as well as rules for exporting to collision format. I think you'll benefit from reading part of it. https://forum.multitheftauto.com/topic/119808-collisions/
  14. While I'm very uneducated on server hosting, any such thing as 'free hosting' sounds fishy and I would strongly advise against it. i do believe there are some services, that let you run a one-month trial to try out their service. I could be wrong so it's best that you do your own research. https://www.multitheftauto.com/hosters/ https://forum.multitheftauto.com/forum/93-hosting-solutions/
  15. Tut

    Color4 Zm

    I'm not familar with Zmodeler but I did some searching the other day. It results that Zmodeler requires you to add the paint as a tag in the end of the material name. The tag would be [prim], [sec], [ter] and [qua]. Though as I understand the fourth color is only supported by a small selection of vehicles being the cement mixer, camper and squalo. Can you perhaps try adding the [qua] tag to a material in one of the listed vehicles and see if it works in-game using setVehicleColor or the freeroam color panel. If it works can you please upload a sample dff so that we can get the RGB code for it, as in 3ds Max we don't have access to it, only the first 3 colors and I frankly don't know where in game files these are defined. Source: https://www.grandtheftwiki.com/Car_Colours#car4
  16. Hello @Berkay67 We have a Turkish language forum section where you're able to write in said language. Otherwise please convert your post into the English language. Please let me know if you want this thread moved to the Turkish section. https://forum.multitheftauto.com/forum/95-turkish-türkçe/
  17. For setting high LOD model's distance: https://wiki.multitheftauto.com/wiki/EngineSetModelLODDistance For setting an object as the low LOD object (which can be rendered maximum 1500 units away): https://wiki.multitheftauto.com/wiki/SetLowLODElement Given I'm not into coding, this is probably the most I can help.
  18. You've vertex painted lighting onto your model, but noticed how it really lacks depth. It's too bland... What do you do now... In this short tutorial for Max users, I'll teach how to add facet shading into your model, giving it back its San Andreas look. I also have a more in depth guide on everything to do with vertex colors: https://forum.multitheftauto.com/topic/121674-basics-of-vertex-color-and-alpha/
  19. Tut

    object movement

    It's better asked in the Scripting section, moving there.
  20. Tut

    necesito ayuda

    Please use the Spanish forum section if you prefer to write in said language. https://forum.multitheftauto.com/forum/166-spanish-español/ Utilice la sección del foro en español si prefiere escribir en dicho idioma. https://forum.multitheftauto.com/forum/166-spanish-español/ @iann
  21. It was solved in #mapping on MTA discord, solution was to disable occlusions, should anyone else be affected by this.
  22. Tut

    [HELP ME]

    Please add more details surrounding the map you're trying to load in, which would be a link to the source etc. for someone to be able to help. You might also want to show some screenshots of the issues or debug (/debugscript 3) to highlight the error messages.
  23. Please follow the guidelines for posting in this section, as well as the A. General Forum Rules.
  24. Yep, from what I am aware of it's only the ID which matters. Not the object name. In your case your ID is different from the object name. The ID that corresponds to your coordinates is 9088. @ziga4life
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