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Everything posted by Tut
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I've slid this into the Scripting section, hopefully it will receive the help it needs. Added "LOD" in your title to lead the right people to your thread.
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The 24 hour ban issued December 31st has now expired, however it was not applied in error. Sorry for the delay.
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No worries, I've sorted out the title. Cheers
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Title shortened. Please keep them brief, avoid adding complete errors there. i can't run my mta because of this error --------------------------- MTA: San Andreas (CTRL+C to copy) ------------- Failed to load: 'C:\Program Files (x86)\MTA San Andreas 1.5\mta\loader.dll' Error 998: Invalid access to memory location.
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Hi there I would look into setting animation or loading Wayfarer IFP for the rider. https://wiki.multitheftauto.com/wiki/SetPedAnimation https://wiki.multitheftauto.com/wiki/EngineLoadIFP
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Como fazer alguns veículos não utilizarem a gasolina?
Tut replied to CoringaBVL's topic in Programação em Lua
Welcome to the forums @CoringaBVL! Thread has been moved to the Portuguese scripting section. Please do not use the Title field for entering your question. Keep it short and brief! Original title (edited out) Consegui fazer com que a bike não desça a Gasolina, agora preciso por outros veículos como faço para adicionar apenas alguns modelos de veiculo por ID para a gasolina nao funcionar. (Veiculos de Empregos no caso)- 1 reply
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ayuda con nuevas ruedas!!
Tut replied to Matias_RomanC's topic in Ayuda relacionada al cliente/servidor
Hello, welcome to the forums @Matias_RomanC Thread's been moved into the Spanish support section for best results. -
I suspect you're able to use a shader for disabling weather vertex colors. I've moved your thread into the Scripting section for best results.
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It looks very slick. I dig the paintjob system!
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Hi there, You have set the viewport display as Flat color. Please set it to default shading to get an approximate representation of how it would look in GTA. I suspect it's a smoothing groups issue. Try welding your vertices at 0.001 threshold and clearing them. Suggest you backup your current project before proceeding. What DFF plugin did you import it with? If you aren't already using (Vanilla) Kam's scripts, I recommend you do. Do not export vertex colors, only Normals. https://www.gtagarage.com/mods/show.php?id=9172
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Thread's been locked to prevent any further off topic posting. Please await response from one of the Anticheat team members. Forum penalties may be given out for baiting others or going off topic excessively.
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Thread locked. We do not support leaked resources nor offer assistance with debugging them. Please find another place for this. @SpecT while we highly appreciate you wanting to help, we've had to remove your posts as well. Thanks!
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Welcome to the forums @iko35x. As SpecT noted, please use the appropriate forum for reporting server list abuse!
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Welcome to the forums @PigHeaD. For reporting MTA cheaters, please send a forum PM to Dutchman/ccw, as outlined in the Global Ban thread. For submitting cheats and malicious files, please create a thread in the Private Bugtracker.
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Please show us a the issue. Which exporter are you using? Look for VC or Vertex Prelights or Extra vertex colors in the DFF export interface.
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You need to tell 3ds Max where your textures are stored. An easy way is to go into Customize menu -> Configure User/Project path -> External files -> Add your folder. Reload the scene and they will show up. If they're in the correct file format that is. Depending on which plugin you're using, you may have to use .TGA images, for them to show in 3ds Max. For extracting game textures. CTRL F Extracting game assets https://forum.multitheftauto.com/topic/119240-mta-modding-in-3d/
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When you see the ban reason, it asks that you send an Email to a certain address. Please follow that and send your question there. That will speed up the process of getting to the bottom line of things.
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You need to run the Collision IO from Utility panel on the right hand side. From there, assuming you have the model in your scene, on the Collision IO select 'CM' and click your model. In the empty field, type in the DFF name. Now click Export and you're done. For world objects I recommend using The Hero's DFF exporter. The quality of the model is greater and the interface is much easier to use. Through this plugin, you import/export DFF models like you would with any other file type through File -> Import/Export. The only time I use Kam's for DFF, is when exporting character skin models. Unfortunately The Hero's plugin does not support rigged skins.
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I'm not sure how to help you. The plugin for Blender is still work in progress and I personally don't use this program. If you're able to get hold of 3ds Max, I'll walk you through this process.
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You need to apply the 0.1 scale after setting it. http://builder.openhmd.net/blender-hmd-viewport-temp/editors/3dview/object/editing/transform/clear_apply.html For the collision, you need to select the object type 'collision' and select the collision model in your viewport, then export.
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On the right hand side, you will have a menu fro DragonFF. Please make sure that you choose the correct export mode for your object and collision.