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Tut

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Everything posted by Tut

  1. I've removed two duplicates, thanks for reporting your posts
  2. I would consider checking out San Andreas RolePlay server. I've not played there yet but it looks to be a promising competitor to LS-RP at SAMP.
  3. This is so cool. I'm looking forwards to see more media from you guys! @Sonny-SARP - great screenshots, gotta love the Bearcat.
  4. Sorry it appears the image is removed from host (Discord)
  5. Tut

    Open Door

    @CastiaL - sadly this is not possible in MTA as the post mentions object.dat which we have no MTA functions for. @Selective - replace an existing door object with your custom door, or simply use a texture replacement shader to change the texture of an existing door on a scripting level, so that you can create multiple texture variants for each door.
  6. Removed a spam post along with the post replying to it.
  7. Create a plane that follows the trajectory of the stairs like so.
  8. My post explains exactly that
  9. There's a guide here that covers roughly that and a bit more: https://forum.multitheftauto.com/topic/121750-custom-environment-rigs-and-animations/ As far as I remember, the must-know is to always have 1 key in the first frame and the last frame of the animation on each bone, even if they're not animated. This might be incorrect but it's how I remember it working. Are you familiar with animating? What are examples of animations that you'd like to create? When animating it may help to enable IK so that rather than rotating bones, you can now move bones with the Move tool and other bones will then move along. This can be useful when moving end points e.g feet or hands. There are guides on YouTube that will help and really any video that covers skeleton animation will do - this includes biped and CAT rigs as they function much the same.
  10. When you're on the GTAforums page, right click download link and select 'open in new tab/incognito mode' and it should work.
  11. Closing this thread as requested!
  12. There's a guide here that goes over 2dfx/particles: https://forum.multitheftauto.com/topic/119253-model-integrated-lights-and-particles/ This 3ds Max script supports 2dfx out of the box: https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018-upd-31052020/ Edit: you can also add lights using MTA's createLight function.
  13. I'm not sure this can be set in MTA so you may have to replace models found in dynamic.ide. SetObjectProperty and SetObjectMass would otherwise be the first functions I would look into.
  14. Tut

    Object Anim

    You can use MTA's moveObject function for this. Unfortunately, you cannot do it natively in MTA by modifying the model.
  15. Hello, please add more details about the server that you're advertising here. To get an idea of what details may help, see this thread: https://forum.multitheftauto.com/topic/93773-rules-and-formatting-for-this-section/
  16. Tut

    Collision Bugs

    OK glad to hear it worked out for you.
  17. Tut

    Object Texture

    MTA's engineReplaceModel cannot read UV animations. You can try using the shader resource from MTA wiki instead: https://wiki.multitheftauto.com/wiki/Shader_examples#UV_scroll
  18. Yes, you're exporting correctly. The vehicle you're replacing has the same physical scale across both axles, and it's not supposed to have a bigger scale for the rear axle. To change this, see: SetVehicleWheelScale, setVehicleModelWheelSize
  19. Tut

    Mta San Andreas

    Locking this as it's not inviting any particular discussion.
  20. Tut

    Shadows Mesh

    It's probably just unoptimized mesh. You can try optimizing the shadow mesh by using MultiRes or ProOptimizer modifier on it
  21. Tut

    Shadows Mesh

    Does this bug also show when you place the object somewhere on ground level? Have you made sure that your shadow mesh is properly optimized?
  22. This boolean error seems to be more common on older versions of Max. I've not encountered it on more recent versions like 2021 and 2022. If you're unable to upgrade to recent versions, try converting your mesh to editable poly or detach a small selection of polygons (the ones that you want the Boolean modifier to affect) and see if it changes anything. You can also try exporting to OBJ or FBX and import that back into Max. PS. I've moved your thread into the Modelling section, as this is not a modding tutorial.
  23. Tut

    Collision Bugs

    You'll want to keep those edges. I've attached a screenshot showing the setting needed to eliminate zero-faced polygons
  24. Moving this into Scripting section!
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