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Tut

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Everything posted by Tut

  1. It's worth noting that you and your players can still have a local modded player.img file and have custom CJ models work, just can't replace with MTA.
  2. wrote from phone the other day on discord to someone else with same inquery, hope you're able to make sense from it search for its location with prineside website, then click the object there, then down at the bottom of the object's page get the object's coordinates. fill those x,y,z coords into a 'removeWorldObject' line in your .map file
  3. I think an easy fix would be setting the brightness of shaders which are applied on windows to 0.45 or 0.5, the former value is equilevant to vehicle surface material's. Another would be (in Max) setting the Ambient value of the window material to 0.45 or 0.5 (whatever value used by vehicle surface) but this requires editing the model.
  4. Really stunning tracks, far from the quality I ever expected to see in SA. I genuinely love your work, let alone the presentation in your very neat thread.
  5. Tut

    MTA Program?

    Should be fairly straight forwards. I'm sure you've got the Edit permission in this section.
  6. Tut

    Translation

    Hi @Witch. Contributions to MTA languages can be done here: https://translate.mtasa.com/ Simply create an account and make suggestions (essentialy they're comments) on any existing translation, or try to come up with a translation for a line that has none. These are later reviewed by volunteers who are assigned as reviewers. I've worked through quite a lot of translations there so give me a call if you have questions. See this thread for info on the project
  7. Tut

    2DFX Documentation

    I am working on a wiki page but still trying to figure how to place it in the correct category and all that. Pics can be updated if you have better ones. https://wiki.multitheftauto.com/wiki/User:Tut
  8. I felt guilty for not leaving proper documentation on 2DFX in my recent user-guide. So I brought in some bonus! I apologise for the occasional seagulls, should've shot them down This demonstrates what's currently possible through Dexx SA Tools (Maxscript) and Goldfish's edition of Kam's scripts 2018 (Maxscript). No MTA scripting required. Wiki link: https://wiki.multitheftauto.com/wiki/User:Tut (under construction...) Dexx SA Tools (Particle generation) Video: Goldfish script (Light generation) Video: a big thanks to NanoBob for giving me access to his camera script
  9. Welcome to the forums! In the future could you please direct your questions to the 3D modeling forum section for the right people to notice your question. I would also like to ask that when an issue is resolved, the original poster describes what was done to fix the issue. In the future days, people who use search terms on the internet trying to resolve their issue, may come across of this very page and find the answer that they're looking for.
  10. Question 1: Say, I would replace the following model with a volcano. Would I then be able to replace its LOD model with an optimized version of my volcano model? So that my volcano would have a high poly and low poly variant for performance reasons. Question 2: On this page https://wiki.multitheftauto.com/wiki/SetLowLODElement in one of the examples it mentions that the maximum distance for the low-LOD would be 300, as seen below: -- Set the draw distance for the model we are using for low LOD to maximum triggerClientEvent("onClientChangeModelLODDistance", resourceRoot, 5154, 300 ) Isn't the maximum distance around 700 or so? As far as I'm aware it's 300 for regular models and a lot higher for LOD models. Can I achieve a higher distance somehow? PS. the above are mere examples; I'm not trying to script anything as we speak, it would just be good to know. Thanks!
  11. No, as player you're not able to prevent content from being loaded on the server. You need to contact their development team with this inquery.
  12. That's how world objects are replaced. See this post for more information: https://wiki.multitheftauto.com/wiki/EngineReplaceModel_notes
  13. 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).
  14. 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
  15. 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.
  16. 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.
  17. you may want to check out the MTA discord and see if anyone knows, at: https://discord.com/invite/mtasa #support channel
  18. 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
  19. happy birthday mr Blue

  20. 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?
  21. 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:
  22. 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.
  23. 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.
  24. Tut

    Problem ENB

    Try disabling vehicle reflections, it's possible the ENB setting is interfering with a server shader.
  25. 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
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