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Everything posted by Tut
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It's better asked in the Scripting section, moving there.
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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
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It was solved in #mapping on MTA discord, solution was to disable occlusions, should anyone else be affected by this.
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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.
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Please follow the guidelines for posting in this section, as well as the A. General Forum Rules.
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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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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!
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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.
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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.
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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.
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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.
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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.
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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.
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I don't understand your question entirely. Can you please elaborate on what you're asking?
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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.
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Moved to Arabic section. Please use it (though see if any of its subsections are better) for future posting in said language.
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- وزارة الهجولة
- كنق الطارة
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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/
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Does this occur with original bike models? Is the world object a custom object?
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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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That's the low LOD model as it seems. Please try inserting this into your removeWorldObject line: model="5681" lodModel="5535" Replace the ID's with the ID's of your object. Normally the lodModel ID is around 1 higher or lower than the regular model To find the LOD: 1. Go into map editor 2. Press F 3. Press 'remove world object' button on bottom of screen 4. Hover over the world object you want to remove 5. It displays Model ID and LOD ID. 6. Copy the LOD ID into your removeWorldObject line. @enzoDs
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Please send pictures of the references so that people understand what you're looking for ! @TamerQamari
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There are open source resources on https://community.multitheftauto.com/index.php?p=resources, give it a search and you might come across a good few race resources to get yourselves started. I never went playing on Race servers but I heard well of MrGreenGaming and FFS. I'd give them a google search. As for host and development cost, I have no experience with those things.
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You may want to compress the image in the following for the smallest possible sizing: DXT1: ideal for opaque textures like bricks, or cut-out textures with no translucency DXT3: ideal for opaque textures like window frames cutout's with bits of translucency here and there DXT5: ideal for transcluent textures like glass and liquid What Magic TXD defaults to is uncompressed (or atleast closer to losless) and that's why your Magic TXD generated files are generally heavier if you don't select compression options.
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Ok, please send more details surrounding the model. I'll have to see your project scene and have you upload the files that don't work accordingly. I'd also like to know which importer/exporter you're using. Make sure that you're doing the collision properly.
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Please make sure that the texture assigned in the bitmap slot of the material is the exact name as the image you added with TXD workshop. The error you're getting is due to a missing texture. I also recommend using Magic TXD for modifying and creating TXD files. You can get it here: https://www.gtagarage.com/mods/show.php?id=27862