Jump to content

Faw[Ful]

Members
  • Posts

    859
  • Joined

  • Last visited

Everything posted by Faw[Ful]

  1. Yup the physic SUX hard for the vehicles with objects (sux in general), I make a Giant door and replace a gta sa dynamic door. The door move a little, but the vehicle go through it ! Its Okay with peds.
  2. Owned samp again, samp dont have client side scripts but stay on topic .
  3. Ho yea ! Very nice , I can script teleports and other mappers too , but this will do the work more fast. Client or server side ? I heard that the server side = bug if the teleports is in the air + many players on the map. work when the player is on ped or vehicle , the both work ?
  4. -You have to rename the texture in the txd tool (example txd workshop), use the name of the texture you use in 3ds max and without the extension if the name is yo.png , you have to name it yo in the txd tool. -You have to compress the texture in the .txd , compress to DXT1 and DXT3 for texture with alpha channel. -dont use .bmp picture format -use 24 bits or 32 bits.
  5. isn't it "modeller" ? Yes its modeller , I am not good on scripting/codding. modder = someone that script and code game + visual artist , but I am not 100% sure. o ! , it is your race-pickups , when I saw them I wondered who made them, because they use a reflection picture + alpha texture + good visual + good modelling
  6. Open your particle.txd and you can understand alot of things ( I will use the name of the pictures in the particle.txd in gta sa root folder in models folder ) Yes the shad_rcbaron , shad_ped , shad_heli , shade_car ... doesnt appear on a custom DFF AND on a gta sa default object you use in your map , so they work only on native sa object (the objects of the gta sa map we CANT move) but these arent important for me , the most important of them that doesnt work of course is the car headlights and the Shad_exp. The shad_exp is a kind of poor dynamic light in gta sa like this : look the effect of light on the ground , thats not very realistic , but its better than nothing and nothing show on custom DFF and all the objects you use in your map. I dont care of the shade_car , put your graphic FX or wathever on very hight in this old 2005 game and enable the shadow in enb serie or another shadow mod and you have your car shadow (better than the shade_car and other shad vehicle) The lamp_shad_64 (why 64 lol) Work on the custom DFF and all the objects you use in your map, this is the car headlights effect, but in the air. The car headlights is important also, because MTA can change is color and its cool , maybe MTA can change colors of other TXD picture or maybe sharing them in the client side ... why not ? To see the shad_exp effect go in the MTA map editor and find the object bollar light or other objects with an light and move it on the ground of the gta sa map and look the effect. After try it on a object you place in your map and look , where is the effect ? Have fun !
  7. very good job, the city use NVC (night vertex color) ? models are dark , okay its the night, but at the day the models are dark like this ?
  8. Yea, agree. Here is another example of more or less detailed bug : if the opacity of custom objects is below about 60 (approximately), they will be invisible. Same for the opacity mask (texture with a gradient of transparency). It is difficult to make a gradient of light for example. An object with an opacity of 70 for example will be translucent, but most other things we use will not be visible through our translucent object and it may depend on the angle of view. here another: Shadow wont show if youre on a custom DFF Which shadow , what do you mean diegofkda ?
  9. My 3Ds max doesnt run but, i want to do this by scripting, not by DFF or TXD. Anyway MTA has many engine bugs, so i dont think if MTA can run it... and yh i forgot lol COL 3 file (gta sa collision file) a small one is only 1 KO, but you cant change the color and the limit is sooo small.
  10. I will say the same thing CrystalMV said. And if you want the samp objects for MTA, they are there viewtopic.php?f=108&t=32368 LoL In MTA the clients download the custom stuff directly ingame and after the download , the custom stuff is ready to use. In samp u have (all players) to find the stuff on internet , download it and install it , now u have a moded gta sa and say hello to the bugs. now the game lag because you have toooo many new objects and now u have to uninstall or you need to change your object ID , because you lost some default sa objects and you need the default object you have replaced , so you uninstall and you install again and all players need to do that and omgf ... This is so primitive. And what do you think about this : https://www.youtube.com/watch?v=UbET9sRz_sU This video is from MTA 1.0 , now we are on 1.0.4 LoL
  11. And how can you choose the shape of your shadow ? BTW , this is possible in 3ds max ................................................................................................................................................. Shadow Mesh The so-called "shadow mesh" introduced with version 3 is used to cast real-time shadows in GTA SA. Again, to save cpu time these are reduced to significant parts of the object, like bridges on map parts. Very important is that they always have to be closed! If there are holes in your mesh, you will get odd projection errors, with shadow triangles floating around. found on http://www.gtamodding.com/index.php?tit ... ision_File ................................................................................................................................................. In the map digital desert , my pillars have a dynamic shadow. (the shadow disappear if the object is above the sea.)
  12. Yea, agree. Here is another example of more or less detailed bug : if the opacity of custom objects is below about 60 (approximately), they will be invisible. Same for the opacity mask (texture with a gradient of transparency). It is difficult to make a gradient of light for example. An object with an opacity of 70 for example will be translucent, but most other things we use will not be visible through our translucent object and it may depend on the angle of view.
  13. Thats sad : ( I heard MTA 1.1 objects limit is 750.
  14. Yo ! With this resource you can select the Samp objects you want and add them in the map editor and in your maps. Of course , you can edit the TXD, I recommend you to do this. The default textures hurt my eyes ingame. everything you need to know is inside, open your eyes and look for .txt files and ye the Samp logo is there lolz. Warning ! Samp mappers can use this to build more maps with the MTA map editor. Link : http://www.megaupload.com/?d=D0AK3D34 --ALL Samp 0.3c objects-- gta sa Particles also.
  15. Ye of course you have to do all the steps (start editor, make your map, save it ...) and skip the last which is converting the MTA map to SAMP Or you can use this _ : http://forum.sa-mp.com/showthread.php?t=18212 MTA team works hard on the MTA editor, Respect it, use it for MTA and see what's beyond the editor.
  16. U mean like that : http://forum.gamerxserver.com/showwiki. ... +Animation ? nope I cant , so I use a primitive way that give more MB It is 3 objects with a different texture arrow on it and they blink lol.
  17. New race map : Testing new objects for racetrack Enjoy ! and comment !
  18. Have you already used med editor, the map editor for gta sa solo, you can select an object and then you know the name of his TXD.
  19. o ! Really ? this is why some people can run counter strike graphic MAX. with 100 fps and MTA 30 - 35 fps. You have a good PC and video card to push the game further and woooot your fps drop and you dont understand , because of the limit , also the FX like the blood and objects is limited so you add many corona lights and wtf they disapear, so you break the limits and the game lag , omg. This ... heum , sux. a stream fix for the players with good PC, nice. One of the best suggestion , thank you XX3. I play gta sa solo on 70-80 fps and samp ... ye samp in old days. Without enb serie I play MTA on 50 fps . Without enb serie
  20. Faw[Ful]

    music speed

    I try to change my music speed with : setSoundSpeed ( song, 50 ) in a classic music script, but It change nothing. function startMusic() setRadioChannel(0) song = playSound("music.mp3",true) setSoundSpeed ( song, 50 ) outputChatBox("Toggle music on/off using M") end function makeRadioStayOff() setRadioChannel(0) cancelEvent() end function toggleSong() if not songOff then setSoundVolume(song,0) songOff = true removeEventHandler("onClientPlayerRadioSwitch",getRootElement(),makeRadioStayOff) else setSoundVolume(song,1) songOff = false setRadioChannel(0) addEventHandler("onClientPlayerRadioSwitch",getRootElement(),makeRadioStayOff) end end addEventHandler("onClientResourceStart",getResourceRootElement(getThisResource()),startMusic) addEventHandler("onClientPlayerRadioSwitch",getRootElement(),makeRadioStayOff) addEventHandler("onClientPlayerVehicleEnter",getRootElement(),makeRadioStayOff) addCommandHandler("musicmusic",toggleSong) bindKey("m","down","musicmusic") This is a test ! And the test fail for now ! If it work I will slow down the music when the gamespeed change. Thanks in advance.
  21. I hope they will fix things like that before trying to use the Lod models.
  22. got it working. thanks, but need to use different dff for each TXD.
×
×
  • Create New...