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Everything posted by Tut
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Blend dirt with grass to create a forest path with vertex alpha
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Blending dirt road and pavement road to create a transition with vertex alpha
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If you want those assets animated, then the horse should be added as a skin model. The carriage can be added as whatever model type you want, as it doesn't require vertex deformation but only object transforms for the wheels, suspension and such. The wheel rotation speed can be derived from the horse's motion The horse should have a walk cycle so a set of IFP animations that make up its motion, if you inspect player/ped walk cycles you'll find it has a little more animations than you might think Players can be attached to carriages/horses with scripting functions
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Blending dirt and grass with vertex alpha
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Blending roadside dirt and pavement with vertex alpha
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You can use a texture replacement shader which allows you to override a texture per element (can have multiple elements of same vehicle ID) This is usually how servers use different paintjobs for the same vehicle ID
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Blending beach sand textures with vertex alpha
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Neither of the two things you're requesting will be accepted
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It's only the server developers that can fix this issue, there's no client fix for it
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The answer to this problem is quite simple: lack of LOD's. Try creating a bug tracker on that server or ask their staff for guidance on reporting bugs. Chances are they're already aware of the issue, but with servers like the one you're playing on, where game organizations can request base mappings, it may not be feasible to have players include a LOD mapping in their mapping request. When an object has no LOD set for it, then a player must be at least 300 units (meters) away before it will load. It's usually a lot less, 100 units or so. With a LOD assigned, the low detail variant will load 5 times further away, so if the normal distance is 100 then the low detail variant will load 500 units away
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I'm not aware of any GTA IV map conversion. There's a Liberty City map conversion over at https://github.com/Wolfee-J/JLiberty-City. If you have any questions chances are they're answered in
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@Snakegold please provide more information about your request, as well as the expected pay/contract and its duration etc.
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Blending rocky terrain textures with vertex alpha
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Meu mta crasha do nada
Tut replied to Xeii's topic in Ajudas relacionadas ao MTA:SA (Cliente/Servidor)
I've moved this into a better section, and deleted one duplicate post -
It's just loading cave.col for IDs 3964, 11111, 22222. I forgot to include .txd, but just do the same principle as was done with .col to share it between 3964, 11111, 22222
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There's smarter ways of going about it, but I just do this txd = engineLoadTXD ( "cave.txd" ) engineImportTXD ( txd, 3964 ) col = engineLoadCOL ( "cave.col" ) engineReplaceCOL ( col, 3964 ) col = engineLoadCOL ( "cave.col" ) engineReplaceCOL ( col, 11111 ) col = engineLoadCOL ( "cave.col" ) engineReplaceCOL ( col, 22222 ) dff = engineLoadDFF ( "cave.dff", 0 ) engineReplaceModel ( dff, 3964 ) dff = engineLoadDFF ( "cavepackages.dff", 0 ) engineReplaceModel ( dff, 11111 ) dff = engineLoadDFF ( "cavemachines.dff", 0 ) engineReplaceModel ( dff, 22222 )
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Sounds good, unbanned.
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Blending several textures with vertex alpha
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Spawning 2dfx (particles) with invisible objects
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We have already provided you a solution in our discord server, which is to review your server script security. https://discord.com/channels/278474088903606273/1119928060842623088/1119928060842623088
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Building on fire setup
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I would have moved this into a better suited section, but as it is already a month old they might just not need support any more @Shady1
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Fireplace fire setup
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Industrial chimney smoke setup
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2dfx explained