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Everything posted by Tut
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Hi and welcome to the forums. This is an English board. Please use the Spanish board if you do not wish to write english messages: https://forum.multitheftauto.com/forum/169-ayuda-relacionada-al-clienteservidor/ Please remember to have a read through the forum rules. Thank you. https://forum.multitheftauto.com/topic/12275-forum-rules/ Hola y bienvenido a los foros. Este es un tablero inglés. Utilice la pizarra en español si no desea escribir mensajes en inglés: https://forum.multitheftauto.com/forum/169-ayuda-relacionada-al-clienteservidor/ Recuerde leer las reglas del foro. Gracias. https://forum.multitheftauto.com/topic/12275-forum-rules/
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There are more appropriate sections to ask that in, e.g Resources. The one we're posting in is for reporting resources. On the link you provided there's a download link which gets you a file containing the map. Add that to a folder in your server resources directory and start the map on your server. If you're unsure how this works or have additional inqueries please continue the conversation in the Mapping Support or the resources section that I linked above.
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Hm. I have loaded in your model using Goldfish's edition of Kam's scripts: Using RW by The Hero it imports fine. The hierarchy is loaded accordingly. It appears that you've added the collision to the DFF model in an incorrect way. 3ds Max does not work the same way as Zmodeler. Can you please try working with a regular Rockstar model and see how its DFF structure works, additionally look into how its collision works. I think this is very important for your case, as it appears you're not fully aware of the DFF format / workflow with 3ds Max. Understand the basics before jumping into a custom model. Regarding the model itself, I have had similar issues when using Kam's (Goldfish edition) where part of the mesh is severely welded to other parts in a very glitchy manner. My best suggestions are to use RW plugin by The Hero. It works incredibly well for vehicles and I have been using it for a long time after abandoning Kam's.
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Please send the file for Max 2017 or older, or as DFF and I'll have a look into it. Also is it Goldfish's edition or the vanilla that you're using?
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Hello @mucuk6547, are you able to give us more details on the problem? How many polygons is the model made of? Does the scale of the vehicle correspond to that of a regular vehicle? When in scale mode on 3ds Max, are the current xyz values less than 100,100,100? Does it happen to other vehicles you've modeled? Can you try removing every but chassis component and export? Does the vehicle hierarchy match this? http://hotmist.ddo.jp/id/vnode.html Which scripts are you using for importing/exporting models, additionally please show a screenshot of which settings you used. Are you able to send us some screenshots about what's bugging and eventual project files?
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Hello and welcome to the forums @brunoxx8! We have a Portuguese language board for those who wish to write messages in said language. This is an otherwise English forum. https://forum.multitheftauto.com/forum/132-offtopic/ Please have a look at the forum rules in case and by all means, ask away if you have any questions. https://forum.multitheftauto.com/topic/12275-forum-rules/ Olá e bem-vindo aos fóruns Brunoxx8! Temos um quadro de idiomas em português para quem deseja escrever mensagens nesse idioma. Este é um fórum em inglês. https://forum.multitheftauto.com/forum/132-offtopic/ Por favor, dê uma olhada nas regras do fórum e, por todos os meios, pergunte se você tem alguma dúvida. https://forum.multitheftauto.com/topic/12275-forum-rules/
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Right, I'll put it in numberical order, perhaps it'll make more sense. Download this file: https://cdn.discordapp.com/attachments/308956559201796097/675479278963654670/leaf.rar Navigate to your server resources directory "C:\Program Files (x86)\MTA San Andreas 1.5\server\mods\deathmatch\resources" Open the .rar file, insde of which you see a regular folder called "leaf". Move the folder into the resources directory. Start your server and on the server window type start leaf. This will start the resource. Head ingame and your leaves should be gone from that particular tree you shown in one of the first posts. You seem to have added one entire invalid link to your last post, I'm not sure if you're trying to upload an image or what, but it's invalid on my end.
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The error is that you aren't signed into a user account which has administrator access. Instead type the command on your Server window, the one that opens when starting the server. start leaf or start resourcename will do.
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Hello Jason and welcome to the forums! I have noticed you're posting foreign language posts (Polish?) in our otherwise English restricted forum. Please use the Polish board instead. https://forum.multitheftauto.com/forum/101-polish-polski/ Please stick to one topic, do not create duplicates and familarise yourself with the forum rules. Thank you https://forum.multitheftauto.com/topic/12275-forum-rules/ If you accidentally post in the wrong board, please use the Report post to alert forum moderators and have them move to the appropriate board.
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I believe it mirrors the exhaust from one side another, regardless of which side the exhaust is placed on the model. Can you please try adding Hedit to your server, add the flag to the vehicle and see if it works. It might be a scripting related issue on your end if so. Unfortunately I don't do coding so I'd leave that to the coding community to help you with. (I get to mess with scripts through my community ) Hedit: https://community.multitheftauto.com/index.php?p=resources&s=details&id=3716
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That's correct. I use CFG Studio by the same author as the initial article I sent, it's incredibly useful to generate decimal values (or however they're called) by simply clicking the checkboxes which then adds to the value, from there you can copy it and add "0x" behind it, for instance "0x00002000" is the flag for DBL_EXHAUST only. You can opt to enable more flags for modelFlags if you so desire. You open the file "handling" in GTA SA directory\data\ and can reference what default GTA vehicles use for their modelFlags etcetera. It helped me a bunch. http://projectcerbera.com/tools/cfgstudio2/
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You'll have to edit its vehice handling, specifically what you're looking for is DBL_EXHAUST on modelFlags, you can find more here. http://projectcerbera.com/gta/sa/tutorials/handling
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Nothing that I can think of. Don't change its name, keep it as is ( leaf ). On your server window type start leaf or alternatively in-game use F8 (console) and type start leaf. This will start the resource. Provided you're following my advise I can't see why it shouldn't work for you. I followed it to be sure and it worked just fine on my end. Shrug.
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That's the correct path. Resource file version is 1.5 but I don't even think that matters unless you're running an old version of MTA. I made the resource from my workstation and then tested on my MTA computer, it worked just fine. Could you please try typing refresh leaf and then start leaf. It won't start automatically by just adding it to resources\.
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Please stick to one question at a time. I made you 2 mods and a resource to load it in, as per your request "I need this one tree leaves removed". Please let me know if it works on your end. But yes, on my first reply to your thread I linked another thread where I gave the OP a link to a mod which purges all tree leaves.
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You did not install the resource correctly (simply drag and drop the "leaf" folder into resources\.) I went on my MTA computer and tested, works fine. However it does purge the leaves from a lot of other trees, because the TXD is shared accross multiple different types of trees. I'll have a DFF model modified for you instead, that way it'll only remove leaves from that particular model. https://cdn.discordapp.com/attachments/308956559201796097/676121440172376073/leaf.rar Due to the way that MTA works with models, you may have to either remove the trees through map editor and then place them again, otherwise they will not replace correctly. There's a possible solution here: https://wiki.multitheftauto.com/wiki/EngineReplaceModel : Note: Default GTA map objects behave inconsistently when using this function on them. If you want to replace models in the original GTA map, use one of the methods shown here. https://wiki.multitheftauto.com/wiki/EngineReplaceModel_notes
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Did you start the resource? Please try go to Map Editor afterwards and spawn object ID 700. See if it works.
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You should have a folder in there called "Resources". Put the folder in there and then refresh your server or "refresh leaf".
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I'm not into coding so I wouldn't really know, I'm afraid. I suggest you ask your question on the Scripting board: https://forum.multitheftauto.com/forum/71-scripting/ Alternatively you may connect to MTA discord where we have an active scripting community available to help out. As a note can you please use the Edit button to avoid doubleposting, also there's no need to bump your thread if it isn't being massively flooded out by other threads. There's not much traffic here so there's no need to bump it. Thanks.
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I assume you've already found the ones on the community resource site and shader examples site. With that in mind, there's really no other solution but: - Creating it yourself - Acquiring it from somebody who has access to it - Hiring developer(s) to create it for you As unfortunate as it is, those are the only recommendations I can give.
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I have made some threads on modeling and documented a good bunch on SA modding. If none of this helped you, please join MTA discord (click discord image on bottom of MTA forums) and ask your inquery in #modelling. I can recommend 3ds Max as application over Blender if you value your chances of receiving support, as the Max community in SA modding is far greater than Blender or any other application. This is not to say you shouldn't use Blender, it surely is a great application with its potentials in the 3D field. If you prefer modeling with this application, by all means go for it. Blender plugin (updated): https://gtaforums.com/topic/925364-dragonff-blender-gta-io/#comments
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No worries. I have made a resource for you which loads the texture mod into your server. Simply drag the leaf folder into your resources directory for your server. It's a simple TXD replacement script which you need make no changes to. https://cdn.discordapp.com/attachments/308956559201796097/675479278963654670/leaf.rar For future reference please see the engine functions for replacing such files: https://wiki.multitheftauto.com/wiki/EngineReplaceModel https://wiki.multitheftauto.com/wiki/EngineLoadTXD
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It looks to be this ID: https://dev.prineside.com/en/gtasa_samp_model_id/model/700-sm_veg_tree6/ If you're unable to use the shader resource that I linked in the other thread, please see if this'll work: https://cdn.discordapp.com/attachments/308956559201796097/675458841466634240/dad13d46b2800615.txd (that's a .txd replacement for model ID 700)
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Hi Jordan, I have replied to a user asking a similar question, please see: https://forum.multitheftauto.com/topic/122241-mta-leafless-trees/?do=findComment&comment=972041 I believe you'll be able to adjust the code to only cull leaves from that particular tree. Have a look at my last reply for a method on getting the tree ID and its texture names. This should be all you'll need, if not please let me know and I'll make you a mod instead.
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I'm not sure. I'd assume the MTA resource linked above would cull all leaves on trees rather than just one type of tree, that's very odd. Last resort is going in map editor, selecting unaffected trees and copying their object ID, then looking up the ID on https://dev.prineside.com/gtasa_samp_model_id/ and inspecting the object's texture dictionary through the object page. Add the leaf texture name to the MTA resource code. Please bear with me as I don't do programming. I believe there's a way that you can have the code delete anything that has "leaf" in its name. Something like #leaf or *leaf, I'm not sure what the syntax is but have seen it on other shaders before. I'm sorry if this made no difference. This is about all I can help with.