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Everything posted by Tut
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Hi, Try adding alpha transparency flag through engineReplaceModel and it might resolve the rendering issue. You may try using DXT1 texture compression for the branches if the above doesn't work out. One last solution in mind is replacing the branches ONLY with an object that has IDE flag 68, e.g ID 17524. For a full list, CTRL F 68 in this thread
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Yes you can resolve it. GTA vehicle models are around 150kb or 2000 triangle meshes. GTA traffic system is fairly optimised to not render vehicles from far and only around 16 within the players camera IIRC. That said you would have a maximum of around 24k triangles loaded in your location from vehicles alone. Now imagine what 30mb/420k triangles does to your game. Please get rid of the mod and find models that are less than 1mb at least. If you do have a 3D Modeler on your team you can ask that he optimizes the DFF, TXD and collision mods. This can easily produce great results without destroying the mesh completely.
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Como tiro essa tarja com o nome Santa Maria Beach
Tut replied to Nakka's topic in Site/Forum/Discord/Mantis/Wiki related
You already have a thread on this issue! https://forum.multitheftauto.com/topic/128397-quero-remover-esta-tarja-do-radar-fica-aparecendo-em-cada-lugar-que-eu-vou-pelo-mapa-print-httpsprntscvtykb9/ -
Thread moved to the Scripting section, as it's a code related question not client support inquiry
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Hi and welcome to the forums @Breabin_ Thread moved to the Romanian support section for best results. Your duplicate has been merged to provide more context. .asi files can be ignored unless you start seeing graphical or performance issues - if you do, simply search for .asi extension in your GTA SA installation and delete those.
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Thread moved to the Scripting section for best results. The Server Support section is for receiving help/guidance with server specific inquiries
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Thread moved to the Portuguese scripting section for best results
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Thread moved to the Portuguese scripting section for best results
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Hi, If your server has a shader, please toggle that off. The ENB vehicle reflection tends to interfere with other shaders, typically car reflections in a server causing this graphical glitch. You may also try toggling off the ENB reflection to resolve it.
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Thread moved to the Scripting section. The Scripting Tutorials section is only for tutorials aimed to give guidance on a subject.
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Thread moved to the Scripting section for best results
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Thread moved to the Portuguese forum for best results. Do note that the Scripting Tutorials section is located in the International forum and hence posts there must be kept English
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Perhaps the Server Staff will know how to get rid of the message. If you search around you might find a Discord or site hosted by the Server.
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Hi, From what I understand it's giving a heads up that the Nightly version of MTA has better memory usage. Memory may be an issue on the server you're playing on, so it would make sense that they are recommending you to update your MTA. https://nightly.multitheftauto.com/
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Thread moved to the Scripting section where it is easiest to receive help for this question
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Hi and welcome to the forums, @Mongou Your thread has been moved to the Portuguese Coding forum section for best results, as the International Scripting Tutorials section is only for tutorials that we approve. On topic, yes it is possible to do what you're asking, but I've been let know by someone who's used it that it can be very bad on performance, and of course this gets worse for more detailed models and textures. For more help I invite someone else to weigh in as I am not very knowledgeable on coding.
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Sure that's better. Can you try removing DFF replacements but keep TXD replacements, see if you are still receiving crashes.
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I'm not very knowledgeable on code - I'd leave that info for someone else to hand out. I believe code can be very memory demanding though, things like attachments. How does your txd, col and dff statistics look now? What is the highest file size you have for 1 file and what is the average size of each file type?
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Thread moved to the Portuguese forum for best results
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Hello For hiring Server Staff please use the correct forum: https://forum.multitheftauto.com/forum/149-looking-for-staff/ I highly recommend you read the Rules and Formatting for this section. It will help get you an idea of details that are good to include for hiring developers.
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A lot of modding sites has low poly vehicles. Look out for tags "low poly" and "GTA SA" or "SA Style" and you will get a lot of decent results. Libertycity.net is decent but as always, access mod sites at your own discretion.
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When you're worried about RAM don't use PNG format. Using DDS your image will occupy 3-4x less RAM while staying at a fixed image file size. It does increase your server download, but if you're concerned about memory usage you may not want to use PNG or JPEG. Try halving the resolution of all of your textures. 3MB or anything beyond 1024x pixels is overkill, usually you get away with 256x or 512x pixels. Unless of course it needs resolution to be read you may want to use 1024x. If you have a modeler on your team refer them to use built-in mesh optimization in their software. Highlight the importance of exporting meshes correctly; World objects should NEVER have vertex normals as their pipeline does not support it. Vertex normals also increases file size by a good 20-40 percentage. Your average DFF model has too high poly density - look into how GTA SA models are created in terms of topology and start adjusting to their standard.
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[PTPM] Protect The Prime minister Global Version [ENGLISH]
Tut replied to #Heshan||eUNLOCK||'s topic in Servers to play on
As server no longer qualifies for advertisement as indicated by author, I'll give this a lock. -
I have no idea how the function works, so it's hard to tell. If you check the guides in my signature, it should help get you started with modeling applications. For any questions on this topic I suggest you ask in the Modeling forum section!
