WillChris Posted June 26, 2023 Share Posted June 26, 2023 Hello, I create the map in the editor, I can position the objects perfectly, but when I save the map the game does not recognize the ids, the object is in the .map but it is not being loaded by the game, Link to comment
FernandoMTA Posted September 7, 2023 Author Share Posted September 7, 2023 After about 5 months of no updates, here's one for you! It includes one essential clientside fix and two small features, for now. https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.2.0 The custom map editor has also been updated! The previous version was broken (sorry). https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.2.0-newmodels-editor I'll try to get back to pushing regular updates 1 Link to comment
Lance_Delmago Posted September 9, 2023 Share Posted September 9, 2023 On 9/8/2023 at 12:28 AM, FernandoMTA said: After about 5 months of no updates, here's one for you! It includes one essential clientside fix and two small features, for now. https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.2.0 The custom map editor has also been updated! The previous version was broken (sorry). https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.2.0-newmodels-editor I'll try to get back to pushing regular updates When will the loading of standard model scripts on the new id be fixed? Link to comment
FernandoMTA Posted September 10, 2023 Author Share Posted September 10, 2023 16 hours ago, Lance_Delmago said: When will the loading of standard model scripts on the new id be fixed? i don't understand your question Link to comment
Lance_Delmago Posted September 10, 2023 Share Posted September 10, 2023 2 hours ago, FernandoMTA said: i don't understand your question Your script specifies the id of the standard car, presumably the new car should take over all the properties of that car. For example, bagboxa/b swivel wheels, tractor/tow truck hooks, police helicopter lights, zr 350 headlights, swat/firetruck water cannon, rhino cannon and finally the ability to hook trailers (unitvan, luggage, linerun, petro, rdtrain). BUT the loading of these very properties does not occur in new cars. Will this be fixed in the future? If not, how can I fix it on my own? Link to comment
FernandoMTA Posted September 10, 2023 Author Share Posted September 10, 2023 (edited) 2 hours ago, Lance_Delmago said: Your script specifies the id of the standard car, presumably the new car should take over all the properties of that car. For example, bagboxa/b swivel wheels, tractor/tow truck hooks, police helicopter lights, zr 350 headlights, swat/firetruck water cannon, rhino cannon and finally the ability to hook trailers (unitvan, luggage, linerun, petro, rdtrain). BUT the loading of these very properties does not occur in new cars. Will this be fixed in the future? If not, how can I fix it on my own? That is a bug, see https://github.com/multitheftauto/mtasa-blue/issues/1861 I don't know if it will be fixed in the future, you can ask in MTA development discord (it's been discussed in the past). It's very disappointing, I know how it feels Edited September 10, 2023 by FernandoMTA Link to comment
Lance_Delmago Posted September 10, 2023 Share Posted September 10, 2023 50 minutes ago, FernandoMTA said: That is a bug, see https://github.com/multitheftauto/mtasa-blue/issues/1861 I don't know if it will be fixed in the future, you can ask in MTA development discord (it's been discussed in the past). It's very disappointing, I know how it feels It's sad that it won't work out that way Is it possible to add NEW cars with these properties, but not use your resource? Others somehow managed to implement it. Link to comment
Lance_Delmago Posted September 10, 2023 Share Posted September 10, 2023 2 hours ago, Lance_Delmago said: It's sad that it won't work out that way Is it possible to add NEW cars with these properties, but not use your resource? Others somehow managed to implement it. And is it possible, with the help of a separate resource, to still force the scripts of the parent model to be loaded from the new one? 1 Link to comment
FernandoMTA Posted September 11, 2023 Author Share Posted September 11, 2023 10 hours ago, Lance_Delmago said: And is it possible, with the help of a separate resource, to still force the scripts of the parent model to be loaded from the new one? I'm sorry but that's not possible. This stuff is hard coded in the game and we need help of MTA contributors to make it possible. 1 Link to comment
Lance_Delmago Posted September 11, 2023 Share Posted September 11, 2023 2 hours ago, FernandoMTA said: I'm sorry but that's not possible. This stuff is hard coded in the game and we need help of MTA contributors to make it possible. Wait, do I need to edit the game code or the MTA client/server code? The js team managed to add 9 tractors to its project. And in addition, there are no files handling, vehicles, carcols, carmods and other in their client gta. Is it possible to decompile a ready-made custom Mta client if it loads scripts default SA cars? Link to comment
FernandoMTA Posted September 11, 2023 Author Share Posted September 11, 2023 1 hour ago, Lance_Delmago said: Wait, do I need to edit the game code or the MTA client/server code? The js team managed to add 9 tractors to its project. And in addition, there are no files handling, vehicles, carcols, carmods and other in their client gta. Is it possible to decompile a ready-made custom Mta client if it loads scripts default SA cars? MTA is open source. Anyone can make a "fork" of the codebase. Search mtasa-blue on GitHub and visit the MTA development discord. It's not an easy task though! Link to comment
FernandoMTA Posted September 17, 2023 Author Share Posted September 17, 2023 v3.3.0 released! https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.3.0 PERMANENT SOLUTION (NON-LAGGY) TO VEHICLE HANDLING FOR ADDED MODELS Thank you @Grafu and @botder for creating and merging mtasa-blue PR #1935 respectively, which now allows clients to set vehicle handling, thus making synced new-model vehicle handling work! Link to comment
FernandoMTA Posted January 14 Author Share Posted January 14 It's possible to have custom new vehicle & skin models in the Freeroam default MTA gamemode while not replacing any GTA vehicles or skins! Download & Instructions: https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.3.0-newmodels-freeroam detects all mods you have added in your newmodels resource so you don't have to edit the lists (XML) manually runs this procedure automatically when you start the freeroam_newmodels resource there is a command for you to scan for new models and update the lists involves very few code changes to the original freeroam resource works flawlessly with newmodels, syncing the models of your server's vehicles & skins to every player automatically PS. The concept is very similar to what I did for newmodels Map Editor. Link to comment
Zekotron Posted January 15 Share Posted January 15 Hey @FernandoMTA, I need some help with this mod. Sent a Discord friend request, let me know when you're available Link to comment
FernandoMTA Posted January 15 Author Share Posted January 15 1 hour ago, Zekotron said: Hey @FernandoMTA, I need some help with this mod. Sent a Discord friend request, let me know when you're available Sorry, I usually don't accept Discord friend req out of the blue. Send me a forum PM 1 Link to comment
Zekotron Posted January 15 Share Posted January 15 49 minutes ago, FernandoMTA said: Sorry, I usually don't accept Discord friend req out of the blue. Send me a forum PM Sure thing (problem is I can't, think I need 20 posts to able to send a PM. Discord is more convenient nonetheless, but I'll try to get a workaround) Link to comment
FernandoMTA Posted January 16 Author Share Posted January 16 4 hours ago, Zekotron said: Sure thing (problem is I can't, think I need 20 posts to able to send a PM. Discord is more convenient nonetheless, but I'll try to get a workaround) Rip. Send me a friend req I'll make an exception 1 Link to comment
Zekotron Posted January 16 Share Posted January 16 13 hours ago, FernandoMTA said: Rip. Send me a friend req I'll make an exception I already sent, username is Zekotron (in discord as well) Link to comment
teyasacu Posted June 5 Share Posted June 5 On 15/01/2024 at 00:57, FernandoMTA said: It's possible to have custom new vehicle & skin models in the Freeroam default MTA gamemode while not replacing any GTA vehicles or skins! Download & Instructions: https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.3.0-newmodels-freeroam detects all mods you have added in your newmodels resource so you don't have to edit the lists (XML) manually runs this procedure automatically when you start the freeroam_newmodels resource there is a command for you to scan for new models and update the lists involves very few code changes to the original freeroam resource works flawlessly with newmodels, syncing the models of your server's vehicles & skins to every player automatically PS. The concept is very similar to what I did for newmodels Map Editor. Hello, i have a question. When i put newmodels engine and freeroam_newmodels on the server, i have a problem. Car in game doesn't spawn. Maybe I'm just missing something? Link to comment
FernandoMTA Posted June 6 Author Share Posted June 6 17 hours ago, teyasacu said: Hello, i have a question. When i put newmodels engine and freeroam_newmodels on the server, i have a problem. Car in game doesn't spawn. Maybe I'm just missing something? Maybe you are missing something, I can't know. Give me more information :-)) Link to comment
tzn Posted July 5 Share Posted July 5 On 08/09/2023 at 02:28, FernandoMTA said: After about 5 months of no updates, here's one for you! It includes one essential clientside fix and two small features, for now. https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v3.2.0 The custom map editor has also been updated! The previous version was broken (sorry). https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.2.0-newmodels-editor I'll try to get back to pushing regular updates Hello, why is the link to the map editor not working? Link to comment
FernandoMTA Posted July 6 Author Share Posted July 6 18 hours ago, tzn said: Hello, why is the link to the map editor not working? Hello, because that link was for a previous version (3.2.0), and 3.3.0 is the only one supported: https://github.com/Fernando-A-Rocha/mtasa-resources/releases/tag/v3.3.0-newmodels-editor 1 Link to comment
FernandoMTA Posted August 1 Author Share Posted August 1 Working on a complete remake of this project "newmodels_reborn" Check https://github.com/Fernando-A-Rocha/mta-add-models/tree/main ! 1 Link to comment
TMTMTL Posted August 1 Share Posted August 1 17 minutes ago, FernandoMTA said: Working on a complete remake of this project "newmodels_reborn" Check https://github.com/Fernando-A-Rocha/mta-add-models/tree/main ! Looking forward to seeing how this turns out, you know I love me some newmodels 2 Link to comment
Juuuuu Posted October 11 Share Posted October 11 Hello! Thanks for your work. We literally just updated our systems to Newmodels Reborn yesterday. So far, it's performing well with 120 players online. We've replaced over 20+ motorcycles. There are occasional crashes and client crashes, but I think it's due to the model weight. Link to comment
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