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Everything posted by Tut
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Okay, it'd be great if you post the errors here (debugscript, visual errors etc) so that people (not necessarily myself) are able to weigh in.
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I think you may be able to use Scene2res: https://forum.multitheftauto.com/topic/32665-gtasa-scene2res-converter/ No personal experience with it myself, but I've seen some examples of the tool and it might be something you're looking for. What mod are you trying to add, please add links to the source. Have in mind that single player mods work and require different code from what MTA does.
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Advise is given on MTA discord. It's proposing seeing how R* vehicle plates are made, how their UV's are mapped and how the materials are set up.
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This quickguide covers how you can remove objects like night lights and wires. SAMP editor method To install SAMP editor, simply drag and drop the packaged contents into your GTA SA installation. Run the application. https://www.moddb.com/downloads/san-andreas-multiplayer-map-editor Code for removing object in video removeWorldModel ( 16745, 1, 392.9141, 1511.5625, 21.5859 ) ^This is for the script.Lua file <meta> <script src="script.Lua" type="server" /> </meta> ^This is for the meta.xml file For those who want to load it into a .map file, the below code can be edited with your coordinates, ID and radius. <removeWorldObject id="removeWorldObject (objectname) (1)" radius="100" interior="0" model="9934" posX="-1724" posY="765" posZ="24" rotX="0" rotY="0" rotZ="0"></removeWorldObject> ^This is for the .map file if you rather use map editor format Note: SAMP editor doesn't want to run if MTA (gta exe) is already running. Therefore you'll want to add SAMP editor into a separate gta sa installation. I use 3 (1 for playing, 1 for samp editor, 1 as clean backup) on my PC. This requires 12gb disk space. This lets you boot up MTA and SAMP editor without conflicting issues. Prineside method Prineside is a site containing IPL and IDE information about objects, it also serves a GTA map with position pinpoint functionality, allowing you to get the object ID easily by clicking a spot in the map. Use Prineside's Model search by location to pinpoint the location closest to the object of interest. This generates a list of objects within 500 meters from the pin, closest to farthest. Clicking an object page gets you its object name and ID. At the bottom of an object page you can get the position export. Repeat the steps from SAMP editor method for adding the coordinates to the code. Transcluent/transparent objects like shadows, telewires and small flowers may not have any clear thumbnail, in which case it's actually easier to spot them as they're the ones with an empty thumbnail. https://wiki.multitheftauto.com/wiki/RemoveWorldModel https://dev.prineside.com/en/gtasa_samp_model_id/
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Thanks for the link. Do you know if this converts rotations properly? I've heard of some convertors not doing the rotations the expected way.
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Locking thread to avoid unnecessary bumping of an abandoned thread. Please use the forum messenger if you have to reach out to OP. As a side note the Showroom board suits the topic better.
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SCRIPT , FOME/SEDE/LEVEL/NICK /ID/DINHEIRO
Tut replied to matheus11111's topic in Programação em Lua
Welcome to the forums. This section in particular is for scripting tutorials, what you're looking for is the Portuguese Lua programming section: https://forum.multitheftauto.com/forum/127-programação-em-Lua/ Please don't create a new thread, as we'll have this one moved to the appropriate section for you. -
Please translate your message into English, otherwise use the Spanish board (we can move it there if you prefer; no need to create a new thread)
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There's currently no native way of adding new ID's. There are however tricks that you can perform to save on ID's. One is to only replace ID 1337 within a defined colshape, while it's still mapped with its original model all around the map outside of the colshape. Using this method can be beneficial if you're adding new landmasses to southern LS, by using ID's from northern LV etc. You could also replace useless objects such as the collisionless Liberty City cutscene models (3923, 3917, 3911, 3907, 3906, 3905, 3903, 3902, 3900, 3899, 3898, 3897, 3895, 3894, 3893, 3892, 3890) You also have the option to replace casino objects: There are about 70 of those chip models. If you leave just 1 out of those, then you can just shader them into every single color with a texture shader script, meaning you'd use only 2 ID's for something that currently occupies 70 ID's, by utilising shaders.
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I assume you mean MTA nightly: https://nightly.multitheftauto.com/
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Please use the Turkish language board if you don't wish to write English posts: https://forum.multitheftauto.com/forum/95-turkish-türkçe/ If you want help from an English scripting community, please post in here: https://forum.multitheftauto.com/forum/71-scripting/
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Please use the Scripting section for future questions related to programming MTA. https://forum.multitheftauto.com/forum/71-scripting/
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Please translate your thread so that you can receive the appropriate help. If not please make use of the Portuguese language board: https://forum.multitheftauto.com/forum/97-portuguese-português/
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In the future can you please use the Spanish section for non-English posting. This does not include the current thread as we'll move it there. https://forum.multitheftauto.com/forum/166-spanish-español/
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What you could do is shader over an object, like one of those square garage doors, with some sort of fabric or wood. Have a look at https://dev.prineside.com/gtasa_samp_model_id/ for a quick browse through GTA objects to find their ID. I'm not able to help on coding aspect of creating this, but there may be examples on this page for creating the shader code. https://wiki.multitheftauto.com/wiki/Element/Shader#Shaders_for_world_textures https://wiki.multitheftauto.com/wiki/EngineApplyShaderToWorldTexture
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I believe you can configure weapon properties: https://wiki.multitheftauto.com/wiki/SetWeaponProperty (moved to Scripting section)
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Please use the Spanish board for future posting in said language: https://forum.multitheftauto.com/forum/166-spanish-español/ We'll move this thread to the correct board, so please don't make a duplicate. Thanks
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Blender doesn't support collision export, that's what I read from those working with Blender. They use 3ds Max for exporting to GTA SA formats.
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If you want your collision to retain surface properties and mesh used by original collision, you'd have to import the original collision used by that object. This collisions guide may help you get started, otherwise please leave a reply if you got any questions: https://forum.multitheftauto.com/topic/119808-collisions/ If you don't really care about surface materials lost, what you could do is tell COL IO (3ds Max script) that your high detail model is your collision model. Simply select it when exporting to .col as the collision model. Make sure that your model is exported at 0,0,0 world coordinates and that it shares same pivot as your high detail model. @swag_k_dog
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You need to update model 1's collision by filling the gap that now appears after you attached the new mesh. Your model's boundings are also not calculated for the entire new model, resulting in camera clipping issues which can only be addressed by updating the collision. Please check my signature for a link to user guides section, click the thread titled 'Collisions'. It explains how to import collisions of any world object. @Lisuu1
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Please show your project scene and upload files that can be imported in 3ds Max 2017. Also specify which vehicle you're replacing. Besides that I'd like to know the importer and exporter that you used. @mucuk6547
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What you're refering to is likely a well made interior wall system. These aren't simple to make, and thus they're probably charging money for the system. If you're not up to pay for that, I think you're out of options, unless you want to learn adding models to your server by yourself.
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Those walls are SAMP custom objects. In SAMP you can add custom ID's for world objects but not in MTA. What you could do is replace the Liberty City cutscene objects from GTA SA, those objects occupy around 10 ID's. You can find the wall models in SAMP.img I think it's called. Name should be the same as on its prineside page. https://dev.prineside.com/en/gtasa_samp_model_id/search/?q=19447 For replacing models you can use engineReplaceModel function. I hope this post made sense. Good luck and if you have any questions, let me know. The below code example would replace ID 3907 with a custom object. Lua and metadata respectively. col = engineLoadCOL ("3907.col") -- sandbags engineReplaceCOL (col, 3907) txd = engineLoadTXD ("3907.txd") engineImportTXD (txd, 3907) dff = engineLoadDFF ("3907.dff") engineReplaceModel (dff,3907) <file src="3907.col" /> <file src="3907.txd" /> <file src="3907.dff" />
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If you require technical support for client issues, please post here and include a detailed description of the issue, thanks @Aiken As a side note, please familarise yourself with the forum guidelines & rules on appropriate posting: https://forum.multitheftauto.com/topic/12275-forum-rules/