Jump to content

Tut

Administrators
  • Posts

    3,532
  • Joined

  • Last visited

  • Days Won

    118

Everything posted by Tut

  1. Closing this as requested
  2. Tut

    radar

    @Ren712 has made something like this, he posted the code on Discord if you'd a look: https://discord.com/channels/278474088903606273/479969831207174166/771099222887759964
  3. Thanks. I'm not sure if you've noticed that the bank floor's collision is different from the DFF. This might create invisible walls simply because the collision model is different from the DFF model. Other than that, the models are very unoptimized and certainly not fit for games - I would look at optimizing them or at least the collision. For this file I have used the same steps as in my second post by exporting to CST. If this doesn't fix it for you, I'm afraid your only solution is lowering the polycounts of your model and making sure the collision models are covering the DFF model correctly. https://cdn.discordapp.com/attachments/308955445568077824/883322569770545152/colfixes.zip
  4. Please zip up DFF + COL and upload to https://upload.mtasa.com/
  5. Tut

    Busco Scripter

    Hi, please use your existing thread on this: https://forum.multitheftauto.com/topic/132320-busco-scripter/
  6. Hi, you will need to disable occlusions in this area to resolve this issue. setOcclusionsEnabled( false ) An occlusion is an optimization approach used to remove objects that aren't seen behind big buildings and such. Removing occlusions globally may result in frame drops, so what you could do is create a colshape to define the area where you want to remove occlusions.
  7. Moving this into the Resources section. Scripting section is for receiving help or guidance on anything coding related in MTA.
  8. Your thread has been moved into the Russian forums for best results
  9. Tut

    Busco Scripter

    Your thread has been moved into the Spanish forums for best results
  10. When lights turn on, the GTA renderer culls backfaces of polygons - essentially making polygons draw only 1 side being the direction that the normal is facing. I believe this is an issue with both opaque and transparent materials, but it's usually not visible with GTA vehicles as they have fabric on the inside which covers the vehicle metallic surface from the inside. If you don't plan on doing this, something you could do is duplicate the metallic surface polygons and flip their normals. I don't recall if this works for transparent materials.
  11. Locking this as duplicate, it looks like you've already got a few threads on this!
  12. I've moved your thread into the Portuguese scripting section where it best belongs
  13. Hi @kokoseda, we have made some changes to Map Editor so that all objects can now be selected. Please update your Map Editor and restart MTA. If you still cannot select it, head into Map Editor settings and enable Collision Patches. https://mirror.multitheftauto.com/mtasa/resources/
  14. Something you can do is create an IPL using Goldfish's scripts (MAP IO) for the object positions, and then convert IPL to .lua using Patrick's converter. If you follow the advice in my previous post and you're having invisible walls, try exporting your model to CST using Goldfish's CST exporter. The reason you want to export with this is it erases zero-faced polygons in the model which tend to cause problems with collision calculations. You can then import the CST into Steve M's Collision Editor, and finally export a .col from that program.
  15. Hi @skinny., the Servers to play on section is to advertise active, not dead or to-be-made servers - as it looks like you're in need of staff, I recommend the Looking for staff section instead. Good luck
  16. Hi @SteveP165, before exporting COL and DFF make sure your Pivot is set correctly, models centered in the scene and then apply Reset xForm.
  17. Tut

    2d plane problem

    Hey, for plane to show from both sides, you will need to duplicate the polygons and then flip their normals. Alternatively through map editor you can enable the object property Double-sided to get the same effect. This setting can be useful if you don't want to increase DFF size by duplicating polygons. As for the wires not rendering very far, try enabling or disabling Anti-aliasing using Magic TXD.
  18. Ok, sorry I think I missed the end of your video. When you attach new mesh to a skinned object, Max will try to weigh each new vertex to random bones nearby. What you can do is import a new character with similar mesh. Select all of its vertices, then attach your custom character to the imported model. With all of the vertices of the other skin selected, press delete. Now only your custom character's mesh is left and it should be glued to the bones a lot better.
  19. It looks like your Skin modifier might not be affecting all of the skin's vertices. What kind of skeleton is this - is it CJ or a regular ped skeleton?
  20. Your thread has been moved into the Spanish scripting section, as this is not a Scripting tutorial
  21. @Guedes - I'm sorry but as myonlake said this is not possible. However, he did make an offer that you've yet to reply to.
  22. Thread's moved into the Portuguese scripting section for best results. I recommend adding your code into a <> code block which can be accessed from the advanced text editor mode.
×
×
  • Create New...