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Faw[Ful]

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Everything posted by Faw[Ful]

  1. The biggest bug for me is the fps change, because the movement of the vehicle change too, very bad when you have a low pc and you are in clounds. Other bugs yes, a lot, yesterday in a map the repair pickups give me nitro and the nitro pickups give me repair for a custom textured infernus ... What ! When you are in a hard place or a hard loop, you need to test different place with your vehicle, the movement of the car change alot !
  2. Maybe a Dude can take the special gun function for the vehicles in this gamemode and put it in race mode for a DD map.
  3. This look like what Johnline do for his maps, my map just have one kind of race so is just one custom map and one race, for this map I d'ont need this. For the custom map resource I know how its work I build this map in the MTA map editor and not in 3ds max, work great. Thanks Puma for the info. and I very like your kind of maps + script keep the good work Dude
  4. Please post picture Dude ! And next map Wipeout... eum a custom models map ? I think johnline is the mapper for that kind of map, is next is still water look : yea yea I put the link for this video everywhere but its very look... just amazing
  5. Ok I find, apply the col surface before and select it in kams script collision after apply the col shadow and select it, export thats it, hard to see, too many = low fps, need FX quality good and a little bit buggy and need enb serie to see it correctly, of course it work exactly with the shape of your model and the shadow move depend of the sun direction like the other default shadow in gta good, d'ont need vertex color black to make shadow everywhere.
  6. The sky and water color not in this map, but I will do it for my conversion to MTA of custom gta maps solo ( sakina final, akina winter mod, fantasy hill, speed island, turbolar... ), what do you mean with change other color, do you can change other color thing ? I know with the foggy weather + sky color you have a special ambiance color . I need more exclusive ( a lot of objects, original, loops , action, and shape like tracks in Track mania) DM maps , people d'ont share them (exept Hamp and tazbaby in what I found) so I will build them. With custom models of course For the size go to see on the community I just can change the texture size and quality but = ugly
  7. Nice I give a 3.5/5 for your map visually, but I need to try to know if is very too hard or not, because of course the mapper normaly is very good on his map. I like the custom texture, maybe a little bit too advertising I think is the same for all the map in the server, keep the good work Dude.
  8. Hi all ! Its would be nice if in the next version of MTA we can use animation picture in .gif or in .tga for static image or for custom TXD (anim UV) for the texture.
  9. Faw[Ful]

    NEED FAST HELP!

    and now you can say its better than samp
  10. strange, work fine for me, scan your song and disabled after the auto scan, but I prefere to put custom music in maps
  11. Can you show me a picture I d'ont understand your sandwich story, sorry ! Do your forget your race definition look here to be sure to have all the info on the map editor : https://wiki.multitheftauto.com/wiki/Resource:Editor
  12. Hi all ! Im a bad scripter, I need a simple script for a kind of map on race. What I need is to lets the player exit his vehicle after a delay and the delay is the same for all the players, I want to edit the delay so when the countdown is finish the players can get out of their vehicle at the same time. In the script race_server in resource race a line cancel the event : onVehicleStartExit and if I remove this line I can get out of my vehicle, but before the countdown is finish, I want a delay. Thanks for your help !
  13. Im a beginner on 3ds max and on kams script so this is my first custom map, I just use the transformation bend to bend my shapes. Yea the texture size is a big problem and I cant solve it presently, because I d'ont make my own texture and I d'ont have photoshop. When I try to resize the texture its become ugly and I d'ont like, but for me this map is for my lan server so the size isnt a big problem and I put music in it so the resource is very big, I will remove the music for the release. Presently I convert custom map from gta solo to MTA. My next custom map I will build is called Xtreme tube so its a tube map thanks all for your post. Hey johnline, still water is finish or not ?
  14. I will release it soon I have finish
  15. do you can look under when your car is stoped or when you are on foot, for me I can see under when my car go fast and not when im on foot or car stoped, if I remember.
  16. of course here my Dude : http://dan.bastage.net/mta/editor_loopgen.zip
  17. 50p, Its just my stages to have working custom models in MTA map editor like this : Uploaded with ImageShack.us
  18. I cant very help you, because im bad in script sorry 50p im just a mapper, a good mapper, but a mapper, what I do to play with my custom models (rotate moving like a normal sa object ) in the MTA map editor, I do these steps and its long, but not too long, I dont have to build the map in 3ds max. : 1)Think in your head what the map look like 2) make your custom model + texture + the collision (collision very easy copy your model and add a .col shader) 3) make another custom model and look if they fit correctly, the both, togheter for a race map example 4)export in gta sa engine 5)I have a resource named test2 in my resource folder, the script to show the custom model in MTA is there, I just have to put my .dff .txd and .col in this folder and make sure the script + meta target the custom models files 6) start a serve write start editor in it and start test2 (my custom model script) 7) begin a new map and place your custom models where you want for your map, result build the map in MTA map editor. Maybe you can make a tool to creat a script for your custom models like my resource test2, so you build the map in MTA map editor and not 3ds max here my script in the resource test2 : addEventHandler('onClientResourceStart', resourceRoot, function() local txd = engineLoadTXD('files/akina.txd') engineImportTXD(txd, 2052) engineImportTXD(txd, 2053) engineImportTXD(txd, 2054) engineImportTXD(txd, 2371) engineImportTXD(txd, 2372) local col = engineLoadCOL('files/akina1.col') engineReplaceCOL(col, 2052) local col = engineLoadCOL('files/akina2.col') engineReplaceCOL(col, 2053) local col = engineLoadCOL('files/akina3.col') engineReplaceCOL(col, 2054) local col = engineLoadCOL('files/akina4.col') engineReplaceCOL(col, 2371) local col = engineLoadCOL('files/akina5.col') engineReplaceCOL(col, 2372) local dff = engineLoadDFF('files/akina1.dff', 0) engineReplaceModel(dff, 2052) local dff = engineLoadDFF('files/akina2.dff', 0) engineReplaceModel(dff, 2053) local dff = engineLoadDFF('files/akina3.dff', 0) engineReplaceModel(dff, 2054) local dff = engineLoadDFF('files/akina4.dff', 0) engineReplaceModel(dff, 2371) local dff = engineLoadDFF('files/akina5.dff', 0) engineReplaceModel(dff, 2372) engineSetModelLODDistance(2052, 500) engineSetModelLODDistance(2053, 500) engineSetModelLODDistance(2054, 500) engineSetModelLODDistance(2371, 500) engineSetModelLODDistance(2372, 500) end ) is not complicated and you can send your custom models + script to a friend so he can build his custom map by placing the model in MTA map editor, example I send custom tube shape and with it we can make different custom map in MTA map editor like a normal sa object but more funny. and people who make custom race map or just map, share with the other on the community, because they are so nice In this topic I speak about hidden custom race map, people made it, but they dont share the good work they do, of course maybe they dont are ready. : https://forum.multitheftauto.com/viewtop ... 93&t=27992
  19. thats not real editing its converting old to new editing is changing the map Editing is changing the map lol you I know. Some need to be edited, because in old race when you take a change car pickup, your car jump a little so you can go trought celling, not in MTA 1.0, I do that with my old MTA race, but we can stop arguing for the editing map rule, thats become weird . Me too I have good race/DM maps to share, msn : [email protected], Proracer, Sealine, or other you can contact me, I will put picture of my good maps on this topic if Sealine say ok for that. Its a good idea, nobody lose here, we get good maps and the rule is simple, d'ont edit the .map file of the other mapper. My biggest map 1.65 Mo (Mo not Ko )
  20. Faw[Ful]

    Puma's MTA Maps

    OMG a ballon battle like in mario kart, can you make a mario kart ballon battle custom map DM like this one : http://guidesmedia.ign.com/guides/94958 ... ii_033.jpg
  21. Yeeeeeeerrrk ! Dude... ! hey Dude here is for MTA not for samp. The only thing you can do is to tell to the players who play samp what they miss, because they dont play MTA
  22. sometime a pro map need to be edited, think about the old MTA race map converted into MTA 1.0
  23. no this is for rcg not for the loop tool, but thanks for the info, I have rcg too and its nice, I prefere the 1.6, but only with the loop tool you can make perfect loops like in the picture on the top of the topic and to have the good position of the rcg arrow I need to change the default position of the object, its work in 3ds max.
  24. normally I build my custom map in the MTA editor, its work I can see my models+texture and its like a normal san andreas object, I can move rotate and the collision work perfect after I save the map and I can play it if I include the script of my custom models of course in the meta.xml : Good work I can use this to save time, because is long to build the script and the meta when you have a lot of models (in the script you have to write where the files are and in the meta too, is long.)
  25. the races hit and run are so nice good challenge, but some need change to work for MTA 1.x alot of work on maps thats is what I like
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