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karlis

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Everything posted by karlis

  1. karlis

    FPS on MTA 1.1

    on what graphics are you playing? anyway seems that processsor is your bottleneck(aka weak place) but still it shouldnt lag like that i have amd turion p540, that is 2cores, 2.4ghz, and i can get very stable 60fps(at exesive ammount of players and cars can drop to 40, sometimes it even goes to 100fps, and thats on max graphics, including volumetric shadows and aa x3
  2. thanks, that part works... but the dxdrawimagesection draws the image stretched horizontally, altrought im sure i didnt do so. EDIT:sloved
  3. karlis

    HLSL help

    apparently that was 1 of the reasons, thanks
  4. i aim it to be quite more advanced. we'll see how it goes dont you see a ovbious mistake in this line? struct PS_IN { float2 texCord : TEXCOORD0, float2 pixelPos : VPOS0 }; edit: or this struct PS_IN { float2 texCord : TEXCOORD0; float2 pixelPos : VPOS };
  5. thnx, problem is that w/o hlsl i still can't script the hud, so i still have to learn it. ill give it a try. EDIT: cuz i need to use dxDrawImageSection it didnt work propertly, but still, what could be the reason for simple float4 to cause error?
  6. thanks, any1 who want to help check this thread: viewtopic.php?f=91&t=34101#p366963
  7. karlis

    HLSL help

    im intrested about 1st error, whats wrong? same script int radius; int2 centerPos; float4 borderCol; texture theMap; sampler2D theMapSampler = sampler_state { Texture = (theMap); MinFilter = Linear; MagFilter = Linear; AddressU = Border; AddressV = Border; BorderColor = borderCol; } float4 PixelShaderFunction( float2 texCord : TEXCOORD0, int2 pixelPos : VPOS0 ) : COLOR0 { float4 newColor = tex2D(theMapSampler,texCord); if (distance(pixelPos,centerPos)>radius) { newColor.a = 0.0f; } return newColor; } technique circularDraw{ pass Pass1 { AlphaBlendEnable = TRUE; DestBlend = INVSRCALPHA; SrcBlend = SRCALPHA; VertexShader = null PixelShader = compile ps_2_0 PixelShaderFunction(); } }
  8. don't loose hopes, im back from countryside, and ill try to finish it. its not abandoned.
  9. im not sure how compactible would that be(but i suppose no problems with that), but once in a while you really said soemthign that might be useful.(PS: i hate spammed taskbar)
  10. karlis

    peds for mta

    ever heard of randomseed?that could be cheap bandwidth's sync.
  11. karlis

    MTA 1.1 and mipmaps

    but are your 3d models supported with mipmaps?
  12. karlis

    MTA 1.1 and mipmaps

    btw, isnt mipmapping supported in any 3d game?
  13. karlis

    MTA 1.1 and mipmaps

    i have high doubt do you even know about that. @OP:check roadmap
  14. doesn't seem so... you should ask moderator at least...
  15. actually i find easier to fly upside down then upside up in some tunnels-requires usage of one instead of two buttons for pitch. what makes it even easier is that the roll buttons arent inverted at all. really nothing fancy, just you need to find right frequiency of tapping the lean down button, and work with roll a bit more(way to turn). the skill comes when you need to use rudder upsidedown, cuz its inverted, and unstabilises roll.
  16. If they were easy I'd like too see what hard is! (those are not mine)
  17. would be pretty easy to make certain radius around the bone in different alpha, but duing it for particular bodypart will be more challenging.
  18. maybe cuz when you type youre most likeley not axelerating? retry with bind when ur starting to drive
  19. karlis

    dx collisions

    find the cords where the head is located, and call func with them.
  20. karlis

    dx collisions

    you need to define how big is head's dimensions and call func with that.
  21. karlis

    dx collisions

    np first 2args is x and y cord of 1st element, then its width, then height, then same 4 for second. returns true/false however you should test it fully as well, i cant gurantee itll work.
  22. you can call other func outside that will call killTimer
  23. so few screens perhaps? might help atraccting some scripters
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