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Tut

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Everything posted by Tut

  1. Please zip up .DFF + .TXD, upload to https://upload.mtasa.com/ and post the link below.
  2. Try compressing the reflection texture in your .TXD file as DXT1
  3. Using DragonFF plugin it is possible.
  4. There are 3 main applications used for modding, these are 3ds Max, Zmodeler and Blender. 3ds Max provides the strongest toolset for modding but can only be installed free via trials or student licenses, whereas the other two are free. To learn more, read this thread
  5. Hey, As far as I can tell vehicles only support 3 colors in MTA, the 4th doesn't register for some reason. I believe vehicles.ide needs to be modified, something that MTA has no functions for at the moment. There is no wheel model in GTA SA that can be painted, but you can easily adapt them by adding the third vehicle paint code to the wheel DFF.
  6. Yeah I'll go ahead and close this one, if this is still an issue please recreate this in the Spanish scripting section so that people of your native language can help.
  7. Var der nogen som sagde kage?
  8. Hey, I can see that you've already made a thread in the scripting section so I'll go ahead and close this one for you.
  9. I've translated your thread title into English, as it looks like you're not targeting this towards the Spanish audience. The_GTA left you some good advice above. Alternatively you may want to use the Spanish subforums.
  10. I would try v2saconv as it looks very promising and seems like it'll automatically generate lighting for you, which is a nice thing to have. Converting assets manually takes a very long time from personal experience, and it's not all that easy.
  11. Hi I think your best bet is using DK22Pac's v2saconv. Another method is installing OpenIV to extract GTA 5 files into .odr etc. which can then be imported into 3ds Max using GIMS EVO plugin.
  12. Moving this into a better section for you
  13. Closing this with best answer marked above
  14. Please optimize this for English readers as text is supposed to go from left to right, not right to left.
  15. Closing this as requested! Please use the Report button going forwards as we might not catch it otherwise.
  16. Hello and welcome to the forums @f15! In order to advertise sales here, we require a good description of the resource including media, price listed, and a clear explanation of how to purchase the resource e.g a direct link for the purchase. Community regulations & guidelines
  17. Hey @BESTDDPLAYER, Please make sure to report it directly to an AC team member, do not recreate this in public as we strive to protect players privacy. I've gone ahead and edited out the name and the video link.
  18. I've not invested much time into SP modding, but I recall having streaming issues with locally replaced models. But I suppose with Fastman92's limit adjuster it would perform just fine in SP. An acceptable upper limit for triangles would be ~15k and I would go no higher than 25k for very rare models that aren't loaded a whole lot, e.g Batman or a cutscene model that's by nature hard to optimize. 15k triangles is really just an edge case but usually you would want to keep it as low as possible. Vehicle models tend to be harder to optimize while retaining good topology which is important for its shading and UV. I would say 7-10k is okay but of course if you can go lower that will help. Skin models can usually be brought down to 3-5k without too many issues. That is because they're small scale, and thousands of triangles doesn't necessarily add more detail due to the way they're shaded in the game. Often skins are just flat and it can be hard to tell the difference in a 30k and 8k mesh ingame. Objects can go a lot lower. As objects use Vertex colors for shading/lighting, they don't rely on Normals to show the amount of detail in them, making it easier to fake curved/round objects. I like to keep my textures at 512x and lower, and in very rare cases I may have to use 1024x to push out the detail that I need. Bloated collision models can easily cause performance issues. Due to the way GTA physics work, it's not required to have 15k triangles in a building collision mesh. GTA collisions can have primitive spheres and boxes which helps filling in straight walls and the like.
  19. Hey, often times there would be a crash report hinting the model ID and offsets etc which can be referenced here. Are you or your players seeing any reports? Things that tend to cause instability issues are models with high poly counts and texture resolutions, enormous models/collisions that typically exceed the scale of a 512 m2 cube and unoptimized collisions. If the crashes are memory related, optimizing the models would likely fix the problem.
  20. Closing this as duplicate, please continue to use your other thread in the client support section:
  21. Please upload your media to imgur or streamable, the Google-drive video seems to load endlessly.
  22. Moving this into the Resources section for you! It may help to further explain what you're looking for.
  23. Tut

    dd gamemode cheaters

    Hey @Oscar365 This thread contains info on how players can tip off cheaters to us: Ban appeals: INFORMATION & HOW TO APPEAL YOUR GLOBAL BAN I've had to close one of your duplicates and edited out the video from your post, as users cannot be reported in public forums.
  24. Tut

    Mapa

    Moving this into a better section for you!
  25. Tut

    Hesapları sıfırlama

    Welcome to the forums @DeatnoW! I've moved this into the Turkish help forums as this is not a Scripting Tutorial.
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