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karlis

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Everything posted by karlis

  1. i mean the one i sent you with proper rotation.
  2. did you implement the camera, or not?
  3. karlis

    Downloading

    3euros for 20mbts? i couldnt find it in the website.
  4. karlis

    Downloading

    then ~28$ for 1mb/s is really expensive..in Latvia we can get 100-200mb/s for a bit exspensiver cost(if you have optical cable available nearby).
  5. karlis

    Downloading

    excuse me, but what is RS?(google is spammer with runscape lol) rupies?
  6. samp 0.3d will have option to remove obj from orginal map(dunno how they did it) cmon, we cant give sampers a reason to claim samp is better(its not ofc)(now when i ask why they think so they just dont say anything)
  7. theres an variable called zoom in front of freecam script.i even commented it in the script. if u don't want z, then remove the z velocity, and the z recalculation based on speed. and to change rotation of ufo, just use math.deg(rotX) as z rotation for the obj/model. (check PMS if you havent)
  8. i give no promises, but i will try to add the w button without breaking anything. do you want it to go forwards only in horizontal plane, or vertically aswell? and thats strange you will learn vectors and matrices at same time, matrices is like 50times more compicated
  9. ok, then there's already a code laying in orginal freecam res for it aswell, just extract it. and about the rot:just get rot of camera vector and apply it to obj. and don't forget the collisons(you will need like ten line sight checks per frame)
  10. typo @ last line of client script.
  11. handling=controlling on the fly with arrow keys, at least some velocity, inertia, collisons with sa map. camera=zooms out the camera to dimensions of ufo, and allows to move mouse to change look direction
  12. nice, maybe you could add at elast a bulky handling, and a zoomed out camera?
  13. karlis

    Shaders

    https://wiki.multitheftauto.com/wiki/Eng ... xtureNames but only way to apply the texture to only one of the model, not all on the screen is somehow checking the on-screen bounds of element you want to shade, and applying the shader only if pixel pos on screen is in the bounds( requires Pixel Shader 3.0(for the current pixel pos variable) and alot of skill.).
  14. hotring has outside textures, but they are partial, so, unless a very fancy way of shaders is used, .dff modification is required.
  15. Maybe makem a option to toggle it? ................................................................____________________ (Recreate Ipls? (this can be laggy for some computers)|_Yes_______________| (ascii art FTW) that would suck.unsync. but really, no way to modify ipl w/o lag?probably kind of extracting it?
  16. its probably best then, but not better then.
  17. from 1.1 onwards you can just use built-in localPlayer variable.
  18. you know, complete resource costs money...
  19. check fire press and is nitro equiped, activate it then...then set timer to deactivate it as nos runs out
  20. this is basic particle effect, used with alot of fxAddDebris() (theres like derbis added each frame i think)
  21. but you tried to set render target to some texture onHUDrender, then restoring it only on normal onClientRender? imo the texture should contain hud then(not sure tough)
  22. unless its counted as a flamewar, i see nothing in rules that would force me to do so, but ill be nice, and remove your name for it(the text stays.)
  23. whats kind of logic is that? theres no computer in the world that can warp time(unless it feeds drugs to you), so how you can see something faster then other players see it, while keeping ping/delay low and remaining interaction? PS: you both made my day, too bad its evening.
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