DazzaJay Posted January 30, 2008 Share Posted January 30, 2008 No idea whats wrong with this. Basically, server side custom cars arent working as they should on my server.... so lets jump straight to the info. Here is screenshots from what its like in game: NOTE: I HAVE TESTED ALL THESE CARS IN A SEPERATE INSTALL OF GTA AND THEY ALL WORK NORMALLY. The first one is showing the DFT30 im using.. (All it is is a Fixed model that has the missing wheel) But as you can see, the Driver sits on the back, and the Headlight effect is coming from the crotch..... kind of brings new meaning to the saying "Where the sun dont shine"... lol. This second image shows the Passenger sits in the exact same spot. This third image shows that when the passenger exits, the character and the door still exibit a normal behaviour, even tho the character is miles away from it. This image shows the "Buffalo D1" as being completley textureless And the Driver sits in the Dead Center... now ive heard that some girls like Gearsticks.... Same again, different angle. Infernus D1, also textureless, with driver in dead center. Same again, Different angle No textures, both fdriver and passenger in the middle. Shell Tanker Trailer Textureless. Same again, diff angle. Altho the trailer exibits another odd affect that the other vehicles dont. It seems to have No collision near the front, and also, cannot latch on to a Truck head, as if its connecter dosent exist. And as i said before, all of these vehicles work fine in GTA SA SinglePlayer when they are put into the gta3.img file. And here are the scripts... Ignore the DFT30 not having a texture line, as its model is supposed to use the original game textures, as it was just a simple wheel fix. i will also link to the cars i was using in this, In order of how they appear in the file. (And dont worry about responding to the White cars issue in this thread, as i will be making another thread for that reason. DFT30 Bugfix: http://gta-worldmods.planet-multiplayer ... themeid=53 Infernus D1: http://gta-worldmods.planet-multiplayer ... themeid=12 Shell Tanker Trailer: http://gta-worldmods.planet-multiplayer ... themeid=53 Buffalo D1: http://gta-worldmods.planet-multiplayer ... themeid=12 dff = engineLoadDFF("data/dft30.dff", 578 ) engineReplaceModel(dff, 578) dff = engineLoadDFF("data/infernus.dff", 411 ) engineReplaceModel(dff, 411) txd = engineLoadTXD("data/infernus.txd") engineImportTXD(txd, 411) dff = engineLoadDFF("data/petrotr.dff", 584 ) engineReplaceModel(dff, 584) txd = engineLoadTXD("data/petrotr.txd") engineImportTXD(txd, 584) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) txd = engineLoadTXD("data/buffalo.txd") engineImportTXD(txd, 402) and the meta.xml <meta> <info author="DazzaJay" name="carpack" version="1" type="script" /> <script src="carpack.lua" type="client" /> <file src="data/dft30.dff" /> <file src="data/infernus.dff" /> <file src="data/infernus.txd" /> <file src="data/petrotr.dff" /> <file src="data/petrotr.txd" /> <file src="data/buffalo.dff" /> <file src="data/buffalo.txd" /> </meta> As you can see, there is nothing wrong with the code. (or none that i can see, concidering i copy'd it from the Wiki.) Link to comment
silent785 Posted January 30, 2008 Share Posted January 30, 2008 I have the same problem, I hope they fix it for DP3. Link to comment
Atti Posted January 30, 2008 Share Posted January 30, 2008 You must load TXD before DFF, you'll solve the second problem. For the drivers in the center of the car... i dunno. Link to comment
DazzaJay Posted January 30, 2008 Author Share Posted January 30, 2008 So you mean like this..... dff = engineLoadDFF("data/dft30.dff", 578 ) engineReplaceModel(dff, 578) txd = engineLoadTXD("data/infernus.txd") engineImportTXD(txd, 411) dff = engineLoadDFF("data/infernus.dff", 411 ) engineReplaceModel(dff, 411) txd = engineLoadTXD("data/petrotr.txd") engineImportTXD(txd, 584) dff = engineLoadDFF("data/petrotr.dff", 584 ) engineReplaceModel(dff, 584) txd = engineLoadTXD("data/buffalo.txd") engineImportTXD(txd, 402) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) as i have tried this.... in an old test i did, with the same results, but that was DP1 when i tested it like that Link to comment
AlienX Posted January 30, 2008 Share Posted January 30, 2008 I think what u need to do (does not allways work) is this: 1) Load the models are you are now 2) Reload the TXD again and apply it after loading the model Sometimes this works, so your loading the TXD Twice. Link to comment
DazzaJay Posted January 30, 2008 Author Share Posted January 30, 2008 So you mean like this..... txd = engineLoadTXD("data/buffalo.txd") engineImportTXD(txd, 402) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) txd = engineLoadTXD("data/buffalo.txd") engineImportTXD(txd, 402) Link to comment
CJGrove Posted January 30, 2008 Share Posted January 30, 2008 Hello, First of all use the search thing. This is the code: function replaceModel() txd = engineLoadTXD ( "data/petrotr.txd" ) engineImportTXD ( txd, 584 ) dff = engineLoadDFF ( "data/petrotr.dff", 584 ) engineReplaceModel ( dff, 584 ) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceModel) CLIENT SIDE!!! When you are in the server type /restart scriptname and it will load correctly I never tried this but you could: function replaceModel() txd = engineLoadTXD ( "data/petrotr.txd", 584 ) engineImportTXD ( txd, 584 ) dff = engineLoadDFF ( "data/petrotr.dff", 584 ) engineReplaceModel ( dff, 584 ) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceModel) And then look if it works correctly when you DON'T restart the script. Greetings, CJGrove Link to comment
DazzaJay Posted January 31, 2008 Author Share Posted January 31, 2008 Laying the script out like this worked. function replaceModel() dff = engineLoadDFF("data/dft30.dff", 578 ) engineReplaceModel(dff, 578) txd = engineLoadTXD("data/infernus.txd", 411 ) engineImportTXD(txd, 411) dff = engineLoadDFF("data/infernus.dff", 411 ) engineReplaceModel(dff, 411) txd = engineLoadTXD("data/petrotr.txd", 584 ) engineImportTXD(txd, 584) dff = engineLoadDFF("data/petrotr.dff", 584 ) engineReplaceModel(dff, 584) txd = engineLoadTXD("data/buffalo.txd", 402 ) engineImportTXD(txd, 402) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceModel) Altho, the seats are still all screwed up (Waits for DP3) Link to comment
SanZoR Posted January 31, 2008 Share Posted January 31, 2008 Laying the script out like this worked. function replaceModel() dff = engineLoadDFF("data/dft30.dff", 578 ) engineReplaceModel(dff, 578) txd = engineLoadTXD("data/infernus.txd", 411 ) engineImportTXD(txd, 411) dff = engineLoadDFF("data/infernus.dff", 411 ) engineReplaceModel(dff, 411) txd = engineLoadTXD("data/petrotr.txd", 584 ) engineImportTXD(txd, 584) dff = engineLoadDFF("data/petrotr.dff", 584 ) engineReplaceModel(dff, 584) txd = engineLoadTXD("data/buffalo.txd", 402 ) engineImportTXD(txd, 402) dff = engineLoadDFF("data/buffalo.dff", 402 ) engineReplaceModel(dff, 402) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), replaceModel) Altho, the seats are still all screwed up (Waits for DP3) Seats are allways fucked, even in next version i guess. It just replaces the stuff in client side, so it just "looks" like the new cars. But actually it isnt. You need a serverside script which replaces them in server side. Not 100% sure, but i think so Link to comment
DazzaJay Posted January 31, 2008 Author Share Posted January 31, 2008 Here is the odd thing, if i put the cars into my gta3.img file, and play the game, Of course i can see the cars on My side, and the seats work correctly. So if what i am thinking is correct. then car mods should only need to be Client Side. My Guess is (From what i have witnessed with MTA and custom cars) is that it Seems like its not loading the collision, and ceatian markers correctly. like the Shell Tanker Trailer, its entire front section seems to have no collision, and also, no marker that connects to the truck. but i know from playing in singleplayer, that it has Full Collision, and a working tow marker. So it seems that MTA isnt loading the entire .dff file correctly, only partially. Link to comment
OffRoader23 Posted February 4, 2008 Share Posted February 4, 2008 Also, textures on mods aren't smooth so you see every pixel and they aren't mixed together...not sure what thats caused from, but yea the dummies not loading makes the seats, lights, and exhaust mess up. Sometimes the cars show up white and they just have to be reloaded, and sometimes the dummies work just fine until you leave the area your in....not sure why that would be. And wow, talk about the ugliest Infernus/Buffalo I've ever seen. How can you screw a car up that badly??? Paint job/rims look good. Everything else sucks. Worst. Exhaust. System. Ever. Damn ricers... Link to comment
DazzaJay Posted February 4, 2008 Author Share Posted February 4, 2008 yeah, im not a fan of "Riced" cars, but a lot of the other people who visit my server said they wanted them after seeing how pixelised the textures were, i am deffanatly going to wait for a ..... working... version of DM befor trying to add custom cars again.... i might try my "Australian police car" pack http://www.potholestudios.com/Downloads ... id=45.html Screenshots Also.. offroader23..... did you make the 6-wheel Dune? (just seeing if you are the person im thinking you are) Link to comment
OffRoader23 Posted February 5, 2008 Share Posted February 5, 2008 Yep that's me, and the Buffalaro, SuperSabre, 4 Door Sadler, and some Chevys, and an F150 and some other cars I don't remember. Link to comment
DazzaJay Posted February 5, 2008 Author Share Posted February 5, 2008 Cool. i just had 1 question about the 6-Wheel Dune.... i dare say if it was fixable it wouldnt be the way it is... but basically, when performing hard turns in it, the front most and rear-most wheels tilt the correct direction, but the central set tilt in the oppisite direction. what causes that? Link to comment
OffRoader23 Posted February 5, 2008 Share Posted February 5, 2008 That's because GTA doesn't process the dummies correctly. It only processes the physics on rear and front wheels, the middles are just clones of the rear ones, and they change no effects on the cars suspension performance. So basically just for looks. Link to comment
Vercetti1010 Posted February 10, 2008 Share Posted February 10, 2008 this works perfect for me except when i spawn the modded car. i replaced a bullet with a ford gt and it was great. the only problem is that when i spawn the bullet, the textures mess up (i.e. wheels looking all chromey and stuff, you could say the texture halfway works) and i end up sitting in the middle of the car. what is the cause and/or solution for this? Link to comment
Smallo Posted February 11, 2008 Share Posted February 11, 2008 i have a temporary fix for this situation now. I make a seperate command to refresh the model. Do this a few times and it should fix it. Lets use the Bullet for an example. function load ( ) txd = engineLoadTXD("data/bullet.txd") engineImportTXD(txd, 541) dff = engineLoadDFF("data/bullet.dff", 541 ) engineReplaceModel(dff, 541) outputChatBox ( "The Bullet Has Been Converted Into A GT-40" ) end addCommandHandler ( "GT-Refresh", unload ) Link to comment
CJGrove Posted February 11, 2008 Share Posted February 11, 2008 i have a temporary fix for this situation now. I make a seperate command to refresh the model. Do this a few times and it should fix it.Lets use the Bullet for an example. function load ( ) txd = engineLoadTXD("data/bullet.txd") engineImportTXD(txd, 541) dff = engineLoadDFF("data/bullet.dff", 541 ) engineReplaceModel(dff, 541) outputChatBox ( "The Bullet Has Been Converted Into A GT-40" ) end addCommandHandler ( "GT-Refresh", unload ) I don't get the command handler. Please explain this to me. addCommandHandler ( "GT-Refresh", unload ) Why unload while the function name is load? Greetings, CJGrove Link to comment
Vercetti1010 Posted February 12, 2008 Share Posted February 12, 2008 ive been testing and i determined the mod was just weird. i did it with another model and all was well. one thing went awry though. if i reconnected i crashed and when i came back cars had no texture. i had to refresh the resource to make it work, but i cant do that if many people come on the server. i know why that is though. there is a replaceDff but there isnt a replaceTxd. theres only a loadTxd, which means that it is not possible for this to be user friendly at the moment. its too much of a hassle to have modded cars. Link to comment
Smallo Posted February 12, 2008 Share Posted February 12, 2008 i have a temporary fix for this situation now. I make a seperate command to refresh the model. Do this a few times and it should fix it.Lets use the Bullet for an example. function load ( ) txd = engineLoadTXD("data/bullet.txd") engineImportTXD(txd, 541) dff = engineLoadDFF("data/bullet.dff", 541 ) engineReplaceModel(dff, 541) outputChatBox ( "The Bullet Has Been Converted Into A GT-40" ) end addCommandHandler ( "GT-Refresh", unload ) I don't get the command handler. Please explain this to me. addCommandHandler ( "GT-Refresh", unload ) Why unload while the function name is load? Greetings, CJGrove oops sorry guys i meant this function load ( ) txd = engineLoadTXD("data/bullet.txd") engineImportTXD(txd, 541) dff = engineLoadDFF("data/bullet.dff", 541 ) engineReplaceModel(dff, 541) outputChatBox ( "The Bullet Has Been Converted Into A GT-40" ) end addCommandHandler ( "refresh", load ) so u type /refresh a few times and it should fix it. Works on my server! Link to comment
Jumba' Posted February 12, 2008 Share Posted February 12, 2008 maybe you should change /refresh to something else since its a command used in the mta admin =/ Link to comment
Smallo Posted February 13, 2008 Share Posted February 13, 2008 im pretty sure someone can change it themselves simply enough. Link to comment
DazzaJay Posted February 13, 2008 Author Share Posted February 13, 2008 *waits for a release of DM where your ingenious fix to a problem that never should have existed isn't required. Link to comment
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