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Tut

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Everything posted by Tut

  1. 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/
  2. 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/
  3. 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
  4. 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/
  5. 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.
  6. 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/
  7. Tut

    object movement

    It's better asked in the Scripting section, moving there.
  8. 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
  9. It was solved in #mapping on MTA discord, solution was to disable occlusions, should anyone else be affected by this.
  10. 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.
  11. Please follow the guidelines for posting in this section, as well as the A. General Forum Rules.
  12. 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
  13. In the future, please use the Turkish language board for advertising your services: https://forum.multitheftauto.com/forum/95-turkish-türkçe/ If not, please write an English post in the Looking For Staff board: https://forum.multitheftauto.com/forum/149-looking-for-staff/ Make sure to read the stickied posts prior to posting. I've moved it there, thanks for understanding!
  14. I don't understand what you mean by encrypting the archive. Is that something you can do, and why would it change anything for you to play the game? Note: it's not the most appropriate section, but we'll move it elsewhere. Please in the future, consider which forum section makes the most sense for your topic.
  15. Tut

    Create new vehicle

    No. You can't create new ID's, nor assign vehicles the ID's used by world objects. You can use this function but only for peds: https://wiki.multitheftauto.com/wiki/EngineRequestModel What you could do is use custom vehicle variants. I haven't tried it myself, but I read some people use setVehicleComponentPosition to move x component to somewhere isolated far away. Doing this, you would be able to have as many different chassis, doors, bumpers as you like, inside of just one DFF.
  16. I think I saw older SAMP versions on https://www.moddb.com/mods, try using the search function there. I'm not sure if they have a page for previous versions on SAMP forums. Might be worth asking there.
  17. Object boundaries are stored in collision files. These are the safe frames for when an object will render. When you scale an object, you only scale the visible mesh and not the collision. This means that your model exceeds its allowed boundaries.
  18. Tut

    Mapping glitches

    You need to add it to a .Lua script. I'm not big at scripting but I think it'll work in both client and server sided scripts. You can also start the resource 'runcode' and in F8 (console) type srun setOcclusionsEnabled ( false ) and it should take effect. It's either 'srun' or 'crun'. Make sure that you're logged in as admin on the server.
  19. Tut

    Mapping glitches

    It looks like a case of occlusions. I can not confirm this as of yet. Can you please add this code to a script and run it (or runcode it) and see if it resolves it. setOcclusionsEnabled( false ) If it's resolved, I think you may be able to disable occlusions within that area by creating a colshape. I'm not good at scripting though.
  20. I don't understand your question entirely. Can you please elaborate on what you're asking?
  21. Tut

    need to help

    I'll just note that you're receiving help on MTA discord. For future posting in this forum please keep it in English. If you rather receive help here, please upload the file and describe what type of model it is. It's important to know since ped, vehicle and world models require to be exported differently from eachother.
  22. Moved to Arabic section. Please use it (though see if any of its subsections are better) for future posting in said language.
  23. I'm moving this to the Russian section. Please use this for future posting if you're not going to write in the English language. https://forum.multitheftauto.com/forum/100-russian-русский/
  24. Does this occur with original bike models? Is the world object a custom object?
  25. Tut

    need to help

    Hello. You can use the function engineReplaceModel for replacing an existing object ID with your custom object. Below is an example script which I personally use on my local development server. col = engineLoadCOL ("9504.col") engineReplaceCOL (col, 9504) txd = engineLoadTXD ("9504.txd") engineImportTXD (txd, 9504) dff = engineLoadDFF ("9504.dff") engineReplaceModel (dff,9504,true) ^file is "replace.Lua" The ,true enables alpha transparency. If your model doesn't use alpha you should not have to include it. <meta> <info type="misc" name="models" author="yourname" description="custom models for my server" version="1.5" /> <file src="9504.col" /> <file src="9504.txd" /> <file src="9504.dff" /> <script type="client" src="replace.Lua" /> </meta> ^file is "meta.xml" Simply create those 2 resource files in your resource folder and export the dff, txd, col models there.
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