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Tut

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Everything posted by Tut

  1. I don't recommend using the kam's scripts from 2018. It does not work very well from countless of tests and the old one definitely beats it in terms of skinned models. The Hero's plugin does work great, but unfortunately it does not export skinned models.
  2. Thread moved to the Scripting forum for best results. Scripting Tutorials forum is for user-made tutorials aimed to teach others.
  3. Tut

    Memory Leak Help

    What are the file size statistics for your mods? Please be vary with mods, and try your best to use ones that are around 1MB or below. Keep in mind that GTA skin models are 1000-1200 triangles or 60-80kb. Their textures are either 128x256 or 256x256 which makes for 16kb and 32kb respectively. Rockstar has used strict object and vehicle/pedestrian traffic streaming so that the devices wouldn't lock up on low FPS or crash. If you are to add 150 pedestrian models which are 600kb and TXD's which are 2MB's each, and allow dozens of players in one place, you've already got a potentially hazardous situation for players with low end hardware. Vehicles are usually a lot more bloated in size and can easily reach 10MB+. Having many of them in one place can also easily cause memory crashes. With that in mind I would look through every model and texture dictionary and have them optimized if they're above 1MB. A 3D modeler will be able to reduce a model down to 1MB and usually way below, while keeping the topology somewhat clean. The TXD usually contains various oversized images which can easily be reduced down to 64x64 or even removed entirely, as the shared vehicle textures stored in vehicles.txd often has the texture you'd be looking for, meaning the texture is already in the user local files.
  4. Thread moved to the Scripting forum for best results
  5. I'd be glad to take a look if you want to send the file. PM is fine.
  6. This converter tends to resolve the Non-standard DFF error. https://www.gta-modding.com/area/file-1251-non-standard-dff-converter/fixer.html What usually causes this error is the DFF being created from exporters using unknown data to the importer you're using. I'm not sure why it occurs to you when it reaches high file sizes.
  7. Thread moved to the English Scripting forum for best results
  8. The ban message mentions an email address to contact. It's sent from MTA anticheat team.
  9. Thread moved to the Scripting forum for best results
  10. Tut

    Change IP

    Thread closed per request
  11. You need to tick the Normals export setting on DFF export for specular and reflection maps to work. As a side note I recommend a diffuse value of 1, and an ambient value of 0.45, as 0.2 will produce a darker surface brightness which adds the wrong colors when tuning it.
  12. Thread has been moved to the Portuguese language forum.
  13. Thread has been moved to the Portuguese language forum.
  14. Thread has been moved to the Portuguese language forum.
  15. I'm unsure what you mean with cloned glass and object penetration.
  16. @SinaSamurai duplicate thread closed, please see above reply instead.
  17. Thread's been moved to the Scripting forum for best results
  18. Thread's been moved to the Scripting forum for best results
  19. It doesn't look like there's anything you can do on a modeling level to fix this. It's something that MTA would have to patch, and I believe there's an issue for it on our Github. You may be able to circumvent the issues by using shaders, however I'm not knowledgeable in that area.
  20. Sorry, I meant that you should replace the ID only for the glass. The ID uses the correct alpha rendering flags from its object IDE. Separate the glass into a new object and replace the ID I provided. It's for transcluent materials only. Yeah that's the alpha channel. Though I believe Kam's scripts wants a bitmap in the slot for it to even export, so you may have to provide one. I'm moving this to the Modelling forum for best results.
  21. Please replace ID 17448 with your glass object and see if that corrects the alpha rendering order. Did you enable alpha transparency flag in model script? https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Optional_Arguments
  22. Thread has been moved to the Spanish language forum.
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