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Faw[Ful]

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Everything posted by Faw[Ful]

  1. Hi, after many years I'm back. I Hope to make more good maps in the future. This is my latest work after all those years : It is a race map, additional credits to PPPPPP for the VVVVVV music and the guy who made the scrollUV shader + other scripters that helped me fixing the scripts and the ones that will fix them in the future cause there still client side issues
  2. Nice to see more interesting race maps, they take moar time to make but its worth it +1
  3. This looks like MTA a little bit, dunno if some there have played it ? It as a lua scripting engine too http://www.moddb.com/mods/jc2mp
  4. Faw[Ful]

    Light mapping

    Are you using another UV Channel for that ? Want to know, this can help a lot on the visual if you use an appropriate external program to calculate the light.
  5. If this is a custom model, then you have to use a specific flag, but I dont think you can set it in MTA. So just replace a gta glass object that have this specific flag.
  6. +1 I cant make a map without using it, this gave you the possibility to be completely Free in your creation pipeline. I like fresh stuff like that, I hope someday I will be back in MTA racetracks mapping.
  7. Your map convertion is a success ! It's rare to see such serious work, may I say that you are the first to do a map convertion for MTA that is really similar or better than the original. Come get your cookie http://www.occsci.com/
  8. -Element tree system to store all Elements into groups in groups and be more organize -Mirror XYZ -Views (Top,Side,Front) -Prefabs (save a map then import it into a new map and use it as a single object with his own Pivot) -Talking about pivot... The ability to move the pivot only -Visible Grid (better with Top, side.. view)
  9. My bad, thats the resource with race objs : viewtopic.php?f=108&t=41797
  10. Nha ! I created one, you can find it in ressources section, but I guess the download link is dead.
  11. Those look more like Corona Markers animated with script and their intensity too. BTW, nice creation !
  12. I hope more gta sa modders and gta modders will make mods for MTA, you can find a lot of modders on gta forum. The game still gta sa but they can add to their mods all the MTA features + playing and show them online.
  13. Juste te dire que les serveurs qui l'on fait on tout simplement remplacé un autre voiture donc l'infernus garde son modèle d'origine.
  14. Custom Arena style maps with Gun Game GameMod (Each kill give you a new and more powerful weapon)
  15. Samp got some new graphix too, MTA cant lets this happen http://fc04.deviantart.net/fs70/i/2011/ ... 4f2wha.png
  16. Faw[Ful]

    Wipeout map

    That's the complete WipeoutPulse Stillwater map seen in an MTA trailer.
  17. .map is only a file with coordinates and easy things to understand, you just need to keep the old coordinates of the tower and insert the new coordinates with the old and now you have a copie.
  18. Faw[Ful]

    TCT: FlowEditor

    thats what I call a really useful ressource, GG. You can take a look on Little big planet editor and UDK kismet for ideas This can help alot with scripts that need visual, camera movement is a good example If its well done I'm sure it will be faster to script with this at some point.
  19. Faw[Ful]

    Object Identify

    This is a particle, Dude. You can get these if you use the particle ressource on the community.
  20. About instances, I'm talking about the exporter, what happen if you clone the model in max and export all the clones ? Your tool export all of them into 1 big mesh or into 1 object repeated with different pos and rot?... I just now remember that MTA cant scale with the col or scale only on x,y or z
  21. Nice scripting skills ! If I started again to create maps for MTA, I will give it a try Hope it will support instanced models and maybe 2 Uvs channels.
  22. Your picture need to be in a power of two these resolution are allowed (16,32,64,128,256 ... 2048 ... )
  23. I saw this tiny dinosaur somewhere in a comic book.
  24. People that know HLSL and how the shaders work in MTA can do it, but the best is to use the shaders example on the wiki. I know there are some shader resources on the community, but an exactly converted enb do not exist for the moment. Look like Ren712 know alot about that.
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