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Tut

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Everything posted by Tut

  1. Closing this thread as requested!
  2. 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.
  3. 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.
  4. Tut

    Object Anim

    You can use MTA's moveObject function for this. Unfortunately, you cannot do it natively in MTA by modifying the model.
  5. 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/
  6. Tut

    Collision Bugs

    OK glad to hear it worked out for you.
  7. 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
  8. 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
  9. Tut

    Mta San Andreas

    Locking this as it's not inviting any particular discussion.
  10. Moving this thread into Media
  11. Tut

    Shadows Mesh

    It's probably just unoptimized mesh. You can try optimizing the shadow mesh by using MultiRes or ProOptimizer modifier on it
  12. 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?
  13. 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.
  14. Tut

    Collision Bugs

    You'll want to keep those edges. I've attached a screenshot showing the setting needed to eliminate zero-faced polygons
  15. Moving this into Scripting section!
  16. Good to hear you got the model ingame, locking this!
  17. Tut

    Collision Bugs

    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.
  18. 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.
  19. Hi Bihandu, this is not an issue we're able to help you with - for server bans please appeal them directly with the server's staff team!
  20. 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/
  21. Marked post as solution and closed thread as it's quite old now.
  22. I'm glad you found the problem, closing this!
  23. @Shallow please do not hijack others threads
  24. This forum is to receive help making a script, not to have it made for you. Please take on the feedback that you were given above!
  25. Please continue to use your existing thread here
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