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Everything posted by Faw[Ful]
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	I PM johnline and its not ready sry, but we can see the map ingame so im sure he will release soon. Small texture or big I dont care if they stay in a good quality, the map still water will be a big map in size.
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	if this have one team is what I was looking for, to make a 1 checkpoint race and its the war to find the good vehicle to reach it, vehicle hijacking are welcome !!!
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	This is just lol How about the size of the map Dude, think about it !!! and ... the blue face is very lol also
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	Yea thats cool, with rcg its hard to have the perfect angle => 180/90 or whaterver u need, so you need to make alot of test and the editor race test is buggy, the default editor test work like ok, but the pickups arent there.
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	So I didnt know you can make .dff for the weapons, I try it on 1.0.3 and its dont work, I dont see it in the 1.0.4 news !!!
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	nice, I dont know how do you made the explosion, but its a good idea
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	The tools I know to make wave roller coaster tracks is rcg and editor loopgen, they are good, but buggy too .
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	you have finish the DP4. look a map I have play , u know what I mean !!! lol u take one of my techno song
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	Hey ! Hey ! IseeCream its me benox.exe, talk to me on msn, I will tell u how, firts u need 3ds max, maybe I will make a video also to help people like you, I allready help random, he have put a cube with collision and color into the game and he can use it with the editor like a normal sa object !!! Maybe a PM will be better, but now the replie is done.
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	Thats rich man !!! Thanks im noob on this because i put pickup and not racepickup , but spawnpoint dont work I try, but thats is not bad at all, because spawnpoints are easy do do again , pickups no.
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	True, the old rcg is better, because is more faster to make the work and when you test the map you can see what you made with rcg and test it. Relative rotation isnt there with the old , so you cant change the rotation of the rcg arrow on the object, but I can change the default rotation of the object in 3ds max, so no problem
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	dont work for the pickups and spawnpoints, very strangely with 40 pickups just 2 or 3 have moved
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	I just exchange maps, sorry Dude, try to talk with johnline or Puma, they are 3D modeler for MTA
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	The nigth life maps are very awesome 5/5
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	To make sacamhack working in MTA use permedit The anderius roller coaster is in my futur maps, I need to find anderius races area, because I make race maps or I can take a city piece also I use your hud, because I can get out of the vehicle in the race mod, so I need to see the life of the guy and of course I like it !!! For the new objects like what ? Custom models ? All the maps have objects that do not come from gta sa for example the colored wave tracks is made with 3ds max, you have to learn alot, but is possible
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	What is really weird is in the map editor of the old MTA race 1.1.1 you can open a mega giga map without the infinite too long script execution problem, why not in MTA 1.x ?
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	Hey ! Hey ! Use this : http://gtamap.delux-host.com/converter/ find the .ipl file in the map you have downloaded, open with notepad and copy and paste what you see in the file into the converter and convert it into a valid MTA format add .XML and scripts, scripts is your choice of course (if you want to make a resource map for MTA 1.x) or if you use the old MTA race you have just to put the file with your other race maps. For the custom stuff in your map if you have custom stuff, PM me please or use my msn, I speak french me too, its my first language
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	Yeah i do, Who are You?) I am a ddc player D:if i saw you on DDC LILAC i will kick your ass, because you are the creator of the most difficult map in the world (hell) D: TONIGHT WE DINE IN HELL! Its a joke ? ... ! The maps look very sweet maded and he use the magnet wheels, ... its bright !
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	I allready have the job, if its anderius alien city final, I want to convert some parts and I begin the work to make race maps, but the complete map , OMG !!! Its exagerate , all are custom models so its very long to convert. Convert complete map = export all .dff and .col and .txd stored in the .img put all the models into 3ds max = very long , import all the .ipl to build the map and you need 50P map exporter , but it dont do the job for the .col files so you have to export all the .col , OMG very long and booooring !!! And I think the 50p map exporter need texture on the models so you need to extract all the images in the many many .txd files and make materials for all the images in the material editor , OMG very long !!! And the map is like 500 mb so you know what I mean !!! And money for this ... lol, ask to the alien city maker ! See this : https://forum.multitheftauto.com/viewtop ... 93&t=28415 you can find a map called anderius mini 8 tracks its models from anderius alien city, but is very small, other are coming soon !
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	Hi all ! After custom map the funnel I made other maps with custom models. tips : 1) models for turbolar (3 models) , snow script , boost script, ioncannon script and total destruction script arent made by me. 2) pictures are in a slide show, use arrows to see the next pictures or click the play button, 2 click to zoom or make your windows full screen help too Converted maps (gta solo to MTA) ( I dont use the 50p map exporter for these maps) -Sakina pictures : http://img341.imageshack.us/slideshow/w ... 322079.png -Sakina winter, so now the santa can come pictures : http://img39.imageshack.us/slideshow/we ... 420756.png -fantasy hill pictures : http://img444.imageshack.us/slideshow/w ... 541112.png -anderius mini 8 tracks pictures : http://img805.imageshack.us/slideshow/w ... 514270.png -speed island pictures : http://img59.imageshack.us/slideshow/we ... 020009.png race map(s) -turbolar (this map have just 3 custom models !!!) pictures : http://img193.imageshack.us/slideshow/w ... 115593.png DM maps -infernus wave tracks video : -infernus wave tracks 2 video : -infernus wave tracks 3 video : 1) 2) the map complete in 2 videos Infernus wave tracks 2 have many ways to complete the challenge and infernus wave tracks 3 have many ways, but just one is good to have the good vehicle and go trought multi doors and go for the next challenge. The sound isnt good sometime, I use Nero. -drift project 5 feat map by Benox.exe (lol me) and Cookie video : the fire particle are in the map isnt a video effect -Hypnosis by Ryan feat Benox.exe video : https://www.youtube.com/watch?v=s476uEmm ... r_embedded Want the maps !!! We can do some maps exchange, I need good maps for my lan server, with this evrybody is winner, you can contact me at [email protected] or with PM Other maps will come soon Dont forget to rate and comments !!!
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	No it's not boring. These aren't your regular Destruction Derby maps where to only point is to push/kill others, here you're testing your driving skills and if you're fast enough you may kill the others but only at the end (usually with the Hunter). It would be annoying to get pushed off the map at the beginning of a race when there are 32 players on the server cuz these maps tend to be long. This way each player has an equal chance of winning the map since it removes the luck factor. mmmm ! I prefere a ghostvoting ! Collision is better when we play with some players, but not too many.
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	OK ! I forget the little ) ... oups ! Now when I run it nothing happen, but I see this : So its a good new ! Thanks ! Now you can release the new without errors here the complete script : -- Copyright (c) 50p 2010 -- 50p's MTA:SA Script -- v0.3 -- 18/05/2010 if DFFinInfo == undefined then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:true else if DFFinInfo() != 051215 then fileIn (scriptspath+"\\GTA_Tools\\CharDFFimp.mse") quiet:true if DFFoutInfo == undefined then fileIn (scriptspath+"\\GTA_Tools\\CharDFFexp.mse") quiet:true else if DFFoutInfo() != 051219 then fileIn (scriptspath+"\\GTA_Tools\\CharDFFexp.mse") quiet:true if DFFinInfo() != 051215 then messagebox "You didn't have the right import function to run this script!\nTry Install it again!" title:"Import Function Error" if DFFoutInfo() != 051219 then messagebox "You didn't have the right export function to run this script!\nTry Install it again!" title:"Export Function Error" _MAXSCRIPT = "50p's MTA:SA MAXScript v0.3 (18/05/2010)" _MODELID = int( 4000 ); META_HEADER = "<!-- Meta.xml generated with " + _MAXSCRIPT + " -->\n" HEADER_LUA_SCRIPT = "-- Script generated with -- " + _MAXSCRIPT + " local modelNames = { " MAIN_LUA_SCRIPT = 0; MAIN_LUA_SCRIPT = "function reloadModels( ) for i, modelName in ipairs( modelNames ) do local temp = engineLoadDFF( modelName .. \".dff\", 0 ); engineReplaceModel( temp, (i-1) + " + (_MODELID as string) + " ); temp = engineLoadCOL( modelName .. \".col\" ); engineReplaceCOL( temp, (i-1) + " + (_MODELID as string) + " ); end end addEventHandler( \"onClientResourceStart\", getResourceRootElement(), reloadModels ); addCommandHandler( \"reload\", reloadModels );" MAP_WIDTH = MAP_HEIGHT = 600 MARKER_WIDTH = MARKER_HEIGHT = 24; MARKER_CENTER = Point2 4 23 global selectedLocation; global gtaCoords = Point2 0.0 0.0; selectedLocation = Point2 -MARKER_WIDTH -MARKER_HEIGHT function getResourcesFolder = ( p = ( getDir #defaults ) + "/50pMTAscript.ini"; iniFilename = getIniSetting p "Directories" "ResourcesDir" if iniFilename != undefined then ( return iniFilename; ) ) function setResourcesFolder resPath = ( p = ( getDir #defaults ) + "/50pMTAscript.ini"; success = setIniSetting p "Directories" "ResourcesDir" resPath if success == false then ( messagebox "Failed to set resources folder" ) ) --RES_FOLDER = getResourcesFolder(); function getXFromGTAX x = ( return ( ( x * 512 ) / 6000 + ( MAP_WIDTH / 2 ) ) ) function getYFromGTAY y = ( return ( ( -1 * x * 512 ) / 6000 + ( MAP_HEIGHT / 2 ) ) ) function getRelativeCoords pos = ( return Point2 ( pos[ 1 ] / ( MAP_WIDTH / 2 ) ) ( pos[ 2 ] / ( MAP_HEIGHT / 2 ) ) ) function convertToGrid pos = ( return Point2 ( pos[ 1 ] - ( MAP_WIDTH / 2 ) ) ( ( pos[ 2 ] - ( MAP_HEIGHT / 2 ) ) * -1 ) ) global gtaMapCanvas; try(destroyDialog gtaMapCanvas) catch() rollout gtaMapCanvas "Select the location where you want your map to be loaded in MTA:SA" ( local gtaMap = openBitmap ( ( getDir #scripts ) + "/MapExporter/gtasa-map-small.jpg" ); --gtaMap as bitmap 600 600 bitmap: gtaMap; --pos: [ 0 , 0 ]; local marker = openBitmap ( ( getDir #scripts ) + "/MapExporter/marker.tga" ); imgTag mapTag "mapTag" bitmap: gtaMap align:#center width:MAP_WIDTH height:MAP_HEIGHT pos: [ 0, 0 ]; imgTag mapMarker "mapMarker" bitmap: marker align:#center width:MARKER_WIDTH height:MARKER_HEIGHT transparent: ( color 255 255 255 ) pos: [ -MARKER_WIDTH, -MARKER_HEIGHT ]; editText coordX "X:" readonly:true width: 100 pos:[ 10, 610 ]; editText coordY "Y:" readonly:true width: 100 pos:[ 120, 610 ]; on mapTag lbuttondown pos flag do ( local pos2 = Point2 ( pos[ 1 ] - MARKER_CENTER[ 1 ] ) ( pos[ 2 ] - MARKER_CENTER[ 2 ] ); local gridPos = convertToGrid( pos ); local relCoords = getRelativeCoords( gridPos ); gtaCoords = Point2 ( relCoords[ 1 ] * 3000 ) ( relCoords[ 2 ] * 3000 ) selectedLocation = pos2; mapMarker.pos = pos2; coordX.text = gtaCoords[ 1 ] as string; coordY.text = gtaCoords[ 2 ] as string; ) ) utility Fiftys_Scripts "50p's MTA:SA Scripts" ( --edittext resourcesFolder "Resources folder:" text:RES_FOLDER labelOnTop:true width:95; --button searchFolderBtn "..." width: 30 offset:[50, -24]; group "Export MTA:SA map:" ( button showGTAMap "Set map location..." width: 120; --edittext resourceName "Resource name:" labelOnTop:true; checkBox exportMetaXMLBox "Generate meta.xml" checked:true checkBox exportLuaScriptBox "Generate .lua script" checked:true checkBox exportDFF "Export DFF files" checked:true button exportBtn "Export to .map" width: 120; ) on showGTAMap pressed do ( createDialog gtaMapCanvas 600 635; gtaMapCanvas.mapMarker.pos = selectedLocation; ) on exportBtn pressed do ( if $ != undefined then ( out_name = getSaveFilename #export caption:"Export to .map file" types:"MTA:SA map file (*.map)|*.map|" --((GetDir #export)+"/mapa.map") if out_name != undefined then ( modelid = _MODELID; out_file = createFile out_name filePathArray = filterString out_name "\\"; fileName = filePathArray[ filePathArray.count ]; mapName = subString fileName 1 ( fileName.count - 4 ); -- take away ".map" so we know map name folderPath = subString out_name 1 ( out_name.count - fileName.count ) -- get folder path out_Lua = ( folderPath + mapName + ".lua" ) if exportLuaScriptBox.checked then ( out_Lua = createFile out_Lua; format "%" HEADER_LUA_SCRIPT to:out_Lua; for obj in $ do ( format "\"map/%\", " obj.name to:out_Lua; ) format "}\n\n" to:out_Lua; format "%" MAIN_LUA_SCRIPT to:out_Lua; ) if exportMetaXMLBox.checked then ( metaXML = createFile ( folderPath + "meta.xml" ); if metaXML != undefined then ( format "%" META_HEADER to:metaXML; format "<meta>\n\t<info author=\"\" gamemodes=\"race\" name=\"%\" type=\"map\"/>\n" mapName to:metaXML; format "\t<script src=\"%\" type=\"client\" />\n" ( mapName + ".lua" ) to:metaXML; format "\t<map src=\"%\" dimension=\"0\" />\n\n" fileName to:metaXML; ) ) format "<map mod=\"deathmatch\">\n" to:out_file; makeDir (folderPath + "\\map" ) CurrSelection = $selection as Array; local doUndo = false; for obj in CurrSelection do ( clearSelection(); -- deselect whatever object is currently being exported selectMore ( obj ); -- select object (from selection) for export (to separate file) if classOf obj.baseObject == Editable_Mesh or classOf obj.baseObject == Editable_Poly then ( if metaXML != undefined then ( format "\t<file src=\"map/%.dff\" />\n" obj.name to:metaXML; format "\t<file src=\"map/%.col\" />\n" obj.name to:metaXML; ) if obj.material == undefined then ( doUndo = true; undo label:"Material Assignment" on ( format "material assign\n" to:listener obj.material = GTA_Material(); ) ) X = obj.pos.X; Y = obj.pos.Y; Z = obj.pos.Z; rotX = obj.rotation.x_rotation rotY = obj.rotation.y_rotation rotZ = obj.rotation.z_rotation undo label: "Reset XForm" on -- reset XForm and set object to center of the scene ( resetXForm obj; obj.pos.X = 0.0; obj.pos.Y = 0.0; obj.pos.Z = 0.0; ) format "\t<object name=\"%\" model=\"%\" posX=\"%\" posY=\"%\" posZ=\"%\" rotX=\"%\" rotY=\"%\" rotZ=\"%\" />\n" obj.name modelid ( X + gtaCoords[1] ) ( Y + gtaCoords[2] ) Z rotX rotY rotZ to:out_file modelid = modelid + 1 if( exportDFF.checked ) then ( dffFile = fOpen (folderPath + "\\map\\" + obj.name + ".dff") "wb" if dffFile != undefined then ( DFFout dffFile $selection false true true true 1.0 0x1803FFFF undefined 1 false; format "DFF (%) exported successfully\n" obj.name to:listener if doUndo then max undo; -- undo material assignment max undo; -- undo resetXForm doUndo = false; ) fFlush dffFile; fClose dffFile; ) ) ) format "</map>\n" to:out_file close out_file if metaXML != undefined then ( format "</meta>" to:metaXML; close metaXML; ) if exportLuaScriptBox.checked then close out_Lua clearSelection(); -- deselect whatever object is currently being exported for obj in CurrSelection do
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	hey ! hey ! I will give it a try if I can get your map exporter working !
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	Yes the infinite too long script execution when the map is too big suck a lot ! But rcg 16 work fine for me, its work with a map more than 600 KB,but sometime (rarely) it freeze and I need to restart the editor, but I keep a copy of my map when I build, I have my mapper tricks and rcg 16 remember is control point when I close the map and open it after, its nice ! I dont like the new rcg 18, when I test the map, the rcg objects disapear and its long to select the left side of the control point , the rigth and the midle to build + made 2 control points and after a tracks, with rcg 16 you make 1 control point , after another and magic a tracks appear !
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	now this : I delete these lines on resourceName entered newPath do ( setResourcesFolder( newPath ); ) Look in this part of the script im sure the problem is there : --edittext resourcesFolder "Resources folder:" text:RES_FOLDER labelOnTop:true width:95; --button searchFolderBtn "..." width: 30 offset:[50, -24]; group "Export MTA:SA map:" ( button showGTAMap "Set map location..." width: 120; --edittext resourceName "Resource name:" labelOnTop:true; checkBox exportMetaXMLBox "Generate meta.xml" checked:true checkBox exportLuaScriptBox "Generate .lua script" checked:true checkBox exportDFF "Export DFF files" checked:true button exportBtn "Export to .map" width: 120; on showGTAMap pressed do ( createDialog gtaMapCanvas 600 635; gtaMapCanvas.mapMarker.pos = selectedLocation; ) ) on exportBtn pressed do ( if $ != undefined then ( out_name = getSaveFilename #export caption:"Export to .map file" types:"MTA:SA map file (*.map)|*.map|" --((GetDir #export)+"/mapa.map") if out_name != undefined then ( modelid = _MODELID; out_file = createFile out_name filePathArray = filterString out_name "\\"; fileName = filePathArray[ filePathArray.count ]; mapName = subString fileName 1 ( fileName.count - 4 ); -- take away ".map" so we know map name folderPath = subString out_name 1 ( out_name.count - fileName.count ) -- get folder path out_Lua = ( folderPath + mapName + ".lua" ) if exportLuaScriptBox.checked then ( out_Lua = createFile out_Lua; format "%" HEADER_LUA_SCRIPT to:out_Lua; for obj in $ do ( format "\"map/%\", " obj.name to:out_Lua; ) format "}\n\n" to:out_Lua; format "%" MAIN_LUA_SCRIPT to:out_Lua; ) if exportMetaXMLBox.checked then ( metaXML = createFile ( folderPath + "meta.xml" ); if metaXML != undefined then ( format "%" META_HEADER to:metaXML; format "<meta>\n\t<info author=\"\" gamemodes=\"race\" name=\"%\" type=\"map\"/>\n" mapName to:metaXML; format "\t<script src=\"%\" type=\"client\" />\n" ( mapName + ".lua" ) to:metaXML; format "\t<map src=\"%\" dimension=\"0\" />\n\n" fileName to:metaXML; ) ) format "<map mod=\"deathmatch\">\n" to:out_file; makeDir (folderPath + "\\map" ) CurrSelection = $selection as Array; local doUndo = false; for obj in CurrSelection do ( clearSelection(); -- deselect whatever object is currently being exported selectMore ( obj ); -- select object (from selection) for export (to separate file) if classOf obj.baseObject == Editable_Mesh or classOf obj.baseObject == Editable_Poly then ( if metaXML != undefined then ( format "\t<file src=\"map/%.dff\" />\n" obj.name to:metaXML; format "\t<file src=\"map/%.col\" />\n" obj.name to:metaXML; ) if obj.material == undefined then ( doUndo = true; undo label:"Material Assignment" on ( format "material assign\n" to:listener obj.material = GTA_Material(); ) ) X = obj.pos.X; Y = obj.pos.Y; Z = obj.pos.Z; rotX = obj.rotation.x_rotation rotY = obj.rotation.y_rotation rotZ = obj.rotation.z_rotation undo label: "Reset XForm" on -- reset XForm and set object to center of the scene ( resetXForm obj; obj.pos.X = 0.0; obj.pos.Y = 0.0; obj.pos.Z = 0.0; ) format "\t<object name=\"%\" model=\"%\" posX=\"%\" posY=\"%\" posZ=\"%\" rotX=\"%\" rotY=\"%\" rotZ=\"%\" />\n" obj.name modelid ( X + gtaCoords[1] ) ( Y + gtaCoords[2] ) Z rotX rotY rotZ to:out_file modelid = modelid + 1 if( exportDFF.checked ) then ( dffFile = fOpen (folderPath + "\\map\\" + obj.name + ".dff") "wb" if dffFile != undefined then ( DFFout dffFile $selection false true true true 1.0 0x1803FFFF undefined 1 false; format "DFF (%) exported successfully\n" obj.name to:listener if doUndo then max undo; -- undo material assignment max undo; -- undo resetXForm doUndo = false; ) fFlush dffFile; fClose dffFile; ) ) ) format "</map>\n" to:out_file close out_file if metaXML != undefined then ( format "</meta>" to:metaXML; close metaXML; ) if exportLuaScriptBox.checked then close out_Lua clearSelection(); -- deselect whatever object is currently being exported for obj in CurrSelection do ( selectMore( obj ); -- re-select all export objects ) --clearSelection(); ) ) else ( messagebox "Select the models, before you hit export." title:"Nothing to export" ) ) on searchFolderBtn pressed do ( savePath = resourcesFolder.text; if savePath == undefined then ( savePath = getSavePath caption: "Find your MTA:SA resources folder:" ) else ( savePath = getSavePath caption: "Find your MTA:SA resources folder:" initialDir: savePath ) if savePath != undefined then ( resourcesFolder.text = savePath; setResourcesFolder (savePath); ) ) ) function updateResourcesPath = ( resPath = getResourcesFolder() as string; if resPath != undefined then ( Fiftys_Scripts.resourcesFolder.text = resPath; ) ) openUtility Fiftys_Scripts
 
