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Everything posted by Tut
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You will have to load in any .ifp file, and without applying any you can now override one of its animations and save to a copy. The unused animations from the copy .ifp file can be removed using GTA anim manager
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... we temp banned you for cheating on MTA not for chanting things through F8. I have removed a few things from your posts that obviously should not go here and if you repeat this we will remove you from the website.
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December 28, 9 in the evening @sakwyt Moscow time zone
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expires Dec 28 at 18 UTC
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For that to work you will need to create an image of 4x4 dimensions for each watch and make it completely transparent. Keep the image names noted as you will need them for your shader. Assign the images to each of your watch models and then when you want the texture to show, you need to use a shader to swap one of the transparent images with your desired watch texture
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Give the watch a material in Blender that has 0 opacity / alpha and it won't show ingame. Alternatively you could just delete it
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We issued a temporary ban for cheating on MTA, please remove the cheats and you should be fine once the ban expires
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I suggest you continue using your original post where you're getting help with this
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Appreciate you being honest here, it really goes a long way with a bit of honesty. Sorry to let you know the ban is permanent though and there is no changing this.
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We're not required to show you any evidence
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Banned for cheat development, won't be unbanned
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I have unlocked this appeal as it seems you're still getting banned. If you have any questions let us know @ekko0999 @Deletedaccount
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I have merged 3 posts into your original appeal Due to the amount of spam in this appeal I'll have to close it without any decision left on your appeal. Whether the ban will be removed will be determined during our regular checks. This is the kind of treatment we have to resort to for people who ignore our warnings against spamming
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Instructions on seeing the ban duration was mentioned in your previous appeal. Sorry we do not accept appeals for temporary bans, so you will have to wait for it too expire
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The image literally tells you what to do
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@tunet26 Temporary bans cannot be appealed. And yes, the ban is correct
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Отключение: AC #4 ТРЕНЕР ESP. HC / PROJECT414 кикнул вас NEXT RP
Tut replied to Nazir's topic in Ban appeals archive
It's temporary, if you're not seeing any ban duration, then install MTA default client, load Map Editor and you will see when the ban expires -
temporary bans cannot be appealed.
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I've moved this out of the bans section as it's only a game kick. You can resolve this by uninstalling the cheat or just making sure it isn't running (nor in the background) while playing other games than the game you intended it for
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@scorpioncell please comment your serial below
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If you haven't already read this guide, I recommend you do so https://forum.multitheftauto.com/topic/122502-working-with-3d-maps/ This assumes you already have your map inside of Max. A few things to check. If the material type is not 'standard scanline (legacy)' or any of the GTA material types, then you'll have to convert to those first. Your map importer might also give you a few options to select material type. If your material type is 'physical materials' then you'll have to head up into the Customize menu at the top -> customize defaults switcher -> set to Max.Legacy and restart the app. Note that you will need to reimport the map. With materials out of the way, you'll now need to sort out any scaling issues. GTA objects can be within a 512m2 cube if the pivot is in center. If your map objects are any larger than that, then you'll have to split them up using Goldfish's object exploder script or topPlaneSlice script. With everything cut into their own meshes, make sure to set the pivot points correctly so that no vertex is further than 256 meters away from pivot point. You can now export to IPL, easiest to do us select every model and using Goldfish's EMAP tool, assign them an object ID starting from ID 0, and then decide which ID's to use when editing the IPL file later. Use Patrick's map converter to convert to .lua or .map Next up you'll have to prepare to export DFF and COL. It's important that you select all the meshes and move them back to scene origin (0, 0, 0) and then reset xform to preserve any rotations/scale/pivot changes. If you're going to be exporting to DFF using Goldfish's scripts, then be aware it has some bugs but it does support exporting 2dfx data if that is something that you need. The Hero's plugin is best for exporting meshes, but it lacks 2dfx support and batch export. However you can install Keens batch exporter if you'd like. For exporting collisions, install Goldfish's scripts, and in the Scripting menu at the top click that -> run script -> locate Goldfish's(GF) folder -> tools -> export_steve_col_script.ms -> locate a file save and it will save every model to a .cst file with the name of the model. Add all CST into Steve M's collision editor, then select all -> right click and choose export as single collision files, and it will save each model as a .col For .txd it can get a bit complex as your map probably uses shared textures, meaning some models has the same texture. So instead of making several txd's with the same textures, you may want to create txd's that work for multiple models to save on file/memory space. You can use Magic TXD to build TXD You should now have a .map, .dff, .col and .txd. You will of course need to edit your .map file to get working ID's, but a bit of PC utility scripting should help make that possible More on this explained in my beginner's guide to modding, among other user guides in that forum section.
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checked - we do not accept appeals for temporary bans as indicated in this forum section
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@bug1966 your appeal will be reviewed when possible
