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Tut

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Everything posted by Tut

  1. Hi, I have had to report users by PMing a mod before, and was wondering if a function could be added to report users from their forum profile. (this mostly concerns but isn't limited to, spam bots and those who PM vulnerable users malicious content/links, but has no actual posts that you can report).
  2. Tut

    Gta map to MTA

    as converting maps is one of the greatest challenges in game modding, I really doubt someone is going to put that much time and effort into a mod for someone they barely know. that being said, I would recommend you either offer a sensible reward or educate yourself on how to convert maps yourself: https://forum.multitheftauto.com/forum/185-user-guides/ @bray023
  3. Tut

    car txd

    If you actually read my response you'll see I refer to a certain section in the thread, which explains how you can extract game assets. In steps. For TXD workshop that is. For your case you'll just have to find car.dff and car.txd which is likely cheetah.dff and cheetah.txd by searching in the field. The rest of the steps are to extract entire game assets which probably isn't what you want.
  4. Tut

    car txd

    You can use TXD Workshop to extract assets. File names are typically shortened so don't be discouraged if what you're looking for isn't there. Please see 'Extracting game assets' on my thread on how to do so. Since you're looking for a small selection of files you may not want to follow all steps.
  5. you may want to check out the MTA discord and see if anyone knows, at: https://discord.com/invite/mtasa #support channel
  6. Tut

    For modeling

    I have a guide on adding particles, in your case smoke particles to models. Check it here: https://forum.multitheftauto.com/topic/119253-model-integrated-lights-and-particles/ I would also encourage you to use the dedicated modeling section, even if you're unable to communicate in english and having to use a translator: https://forum.multitheftauto.com/forum/177-modelling/ @KasaNoVa
  7. happy birthday mr Blue

  8. Hi, currently it's not possible to add models independant of ID system, you'll have to replace another model using engineReplaceModel. I'm sure you can find a couple of models from casino category to replace without any harm done. Btw, if you absolutely do need all colors of the casino items, you could apply shaders to one of them and replace the rest. https://dev.prineside.com/en/gtasa_samp_model_id/category/casino-items?page=1 From what I've seen, you can replace a model and set it to only load whilst in a specific dimension, meaning you can replace Sultan in dimension 2 but have default model in dimension 0. I'm not into scripting so can't help on that part. I'm guessing this would work fine considering your model is an interior?
  9. Tut

    unlock new dff

    You've already received replies to your previous thread, I suggest you stick to that one and refrain from duplicating your threads. see:
  10. Tut

    MTA Program?

    You might want to change your thread title to correspond to the topic being discussed @Revan Novruzlu click that button on OP. doing so, you'll increase your chances of receiving a helpful response a lot faster.
  11. Tut

    Problem ENB

    Considering it's only vehicle surface being removed I'm sure it's only a couple of features you'll have to disable. I'd suggest you go through every checkboxes and tick on/off, basically trial and error until you figure what's the culprit. For me though, it has to do with reflections due to our server utilising a reflection shader that interferes with ENB.
  12. Tut

    Problem ENB

    Try disabling vehicle reflections, it's possible the ENB setting is interfering with a server shader.
  13. For testing you'll need the demo resource from the page that I linked above, in there you must change the contents of the demo resource to your own, which I think is the IFP archive name, all of its child animations and etc. on the Lua and xml files. If you can't figure that out please pass over the IFP and I'll check it
  14. Tut

    Screen resolution problem

    Support is voluntarily ran by community and its staff, and response may differ in time taken depending on the standing issue or priorities. With that said users aren't provided 2 or 24 hour support. nonetheless welcome to and I hope you get it sorted out.
  15. I might've misinterpreted your post; if all you need is a script, check the following page which contains a sample resource which you may use and learn from https://wiki.multitheftauto.com/wiki/EngineLoadIFP @mucuk6547
  16. you're better off asking in the Modeling section to get the right help; https://forum.multitheftauto.com/topic/106176-read-before-posting-purpose-and-usage-of-this-section/ depending on the type of animation rig you're dealing with you may have to do some conversion first, that is, before you can load it into the game. I suggest you elaborate more on what you're dealing with.
  17. The text at the top is helping info on how to zoom and change opacity of the map.
  18. Looking for staff section is the right place for this, make sure to read the posting rules first ?
  19. For model related question, see: https://github.com/multitheftauto/mtasa-blue/issues/869 https://github.com/multitheftauto/mtasa-blue/pull/1093
  20. Happy birthday!! :computer:  :-D

  21. I usually browse community resources site to find simple scripts as I don't do any coding myself. If you don't find anything, I'd refer you to scripting section https://forum.multitheftauto.com/forum/71-scripting/ or the #scripting channel on MTA discord https://forum.multitheftauto.com/topic/95008-multi-theft-autos-official-discord-server/ to get help
  22. Yeah I'd probably push verts down to balance the relief of the model for the house to properly sit on, but that'd be done on a case-case scenario all depending on the shape of the house's bottom. You can also push down faces or edges. At last, you'll have to adjust the collision for the modified terrain to collide properly. I've made a thread on collisions at: If you go with importing the Rockstar default collision of the terrain (recommended) you'll have to match the vertices of the collision mesh to the game mesh. I would use 'Snap to Vertex' to move the collision verts into the game mesh verts positions. As an alternative you could duplicate the game mesh and name it 'col_terrainName', then do the collision materials for the sand, dirt, grass and what not. Use 'Select by Material' to quickly select all faces that represent sand or grass and then apply the respective collision material. For replacing files you could use an MTA script, or do as you said, replace in gta3.img. If you do gta3.img, you'll have to replace the collision inside the collision archive (which likely contains 20+ other collisions). I use Steve-M's COL Editor for that. If you go with MTA script, all you'll need is a single collision file and a single model file (optionally TXD file if using custom textures).
  23. A flat terrain eh, not a great lead. What exactly are you trying to achieve? Flattening terrain that originally had lots of relief would require you to push the verts down, on (IIRC) editable poly with 3ds Max, you can push/pull verts but that may not be what you're looking for. Perhaps you're looking for heightmapping? Please elaborate more on what you're trying to achieve, @Fduuuu
  24. Why bother, he's asking for help. Nothing to shame him for.
  25. Tut

    MTA doesn't launch.

    MTA has commented on this saying the copy is incompatible with the mod as we speak, see reference you're better off reverting to your previous installment for the time being I'd say
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