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/
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
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
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.
When working with boolean operations, scroll down to the bottom of the modifier and choose to delete edges but keep planar faces.
Otherwise follow step 6 from Patrick's post as this also gets rid of zero-face edges.
Thank you - I have inspected the DFF and I can tell it's far too high in scale and detail - objects can only be 512 on each axis so within a 512x512x512 cube. It looks like you might have been working in different units than Meters which is the SA equivalent units. As far as I'm aware collision models can only be 65k triangles/32k vertices and DFF shouldn't go past that either. If not possible to optimize this mesh, I would cut it into several separate models and load them separately.
The DFF is also glitched as far as I can tell, I'm not sure what may have caused this.
Hi Steve, when exporting from 3ds Max could you please use either of the two exporters:
https://gtaforums.com/topic/838479-dff-importer-and-exporter-for-3ds-max/
https://www.gtagarage.com/mods/show.php?id=9172
I do not recommend using Goldfish's version of Kam's scripts as DFF's exported can be a bit buggy.
When exporting the model, toggle off normals and toggle on vertex colors.
If all fails could you please zip up DFF and FBX and upload to https://upload.mtasa.com/
It's an issue with alpha rendering, try replacing ID 16754 for the glass part. This ID has obj flag 68 which renders alpha correctly. You can get a full list of flag 68 objects here
Hello.
As this is not a Global ban from MTA, but rather a Server ban, you will have to appeal it with that particular server. I'm afraid this is not an issue we are able to assist you with.