Kernell Posted October 2, 2010 Share Posted October 2, 2010 engineImportTXD( engineLoadTXD( "models/laemt1.txd" ), 274 ); engineReplaceModel( engineLoadDFF( "models/laemt1.dff", 0 ), 274 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) What the hell? Link to comment
MiniGoveya Posted October 2, 2010 Share Posted October 2, 2010 If you want replace some textures use this. function startclient () tekstura = engineLoadTXD("models/laemt1.txd") engineImportTXD(tekstura, 274 ) end addEventHandler( "onClientResourceStart", resourceRoot, startclient ) Idk, try with this. Link to comment
Kernell Posted October 2, 2010 Author Share Posted October 2, 2010 The problem is not to replace the texture. The problem in replacing the character models. Or something I did not understand? Original Code addEventHandler( "onClientResourceStart", getResourceRootElement( ), function( ) engineImportTXD( engineLoadTXD( "models/laemt1.txd" ), 274 ); engineReplaceModel( engineLoadDFF( "models/laemt1.dff", 0 ), 274 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/lvemt1.txd" ), 275 ); engineReplaceModel( engineLoadDFF( "models/lvemt1.dff", 0 ), 275 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/sfemt1.txd" ), 276 ); engineReplaceModel( engineLoadDFF( "models/sfemt1.dff", 0 ), 276 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/lapd1.txd" ), 280 ); engineReplaceModel( engineLoadDFF( "models/lapd1.dff", 0 ), 280 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/sfpd1.txd" ), 281 ); engineReplaceModel( engineLoadDFF( "models/sfpd1.dff", 0 ), 281 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/lvpd1.txd" ), 282 ); engineReplaceModel( engineLoadDFF( "models/lvpd1.dff", 0 ), 282 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/csher.txd" ), 283 ); engineReplaceModel( engineLoadDFF( "models/csher.dff", 0 ), 283 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/swat.txd" ), 285 ); engineReplaceModel( engineLoadDFF( "models/swat.dff", 0 ), 285 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/fbi.txd" ), 286 ); engineReplaceModel( engineLoadDFF( "models/fbi.dff", 0 ), 286 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/army.txd" ), 287 ); engineReplaceModel( engineLoadDFF( "models/army.dff", 0 ), 287 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) engineImportTXD( engineLoadTXD( "models/dsher.txd" ), 288 ); engineReplaceModel( engineLoadDFF( "models/dsher.dff", 0 ), 288 ); -- Bad 'number' pointer @ 'engineReplaceModel'(2) end ); Link to comment
MiniGoveya Posted October 2, 2010 Share Posted October 2, 2010 idk so... You've to wait for varez or someone i try to help You. Link to comment
dzek (varez) Posted October 2, 2010 Share Posted October 2, 2010 You can't replace model/DFF of PED. For peds you can only replace TXD. edit: I'm sure this is written on wiki page for engineReplaceDFF Link to comment
Kernell Posted October 2, 2010 Author Share Posted October 2, 2010 Thank you very much. There is another problem: After replacing the vehicle, the game often crashes, sometimes the car spawned in other models (eg admiral). This is a problem in the model itself? P.S. what is a "idk" ? Link to comment
dzek (varez) Posted October 2, 2010 Share Posted October 2, 2010 idk - i dont know. dont replace vehicles that can be modded (sultan, jester etc) - adding modification will crash the client. i dont understand this: "sometimes the car spawned in other models (eg admiral)" - it means that you are replacing for example Infernus but it is also replacing Admiral with same vehicle? Link to comment
Kernell Posted October 2, 2010 Author Share Posted October 2, 2010 The game often crashes. Sometimes it is not in their model. addEventHandler( "onClientResourceStart", getResourceRootElement( ), function( ) copcarla = engineLoadTXD( "models/copcarla.txd" ); engineImportTXD( copcarla, 596 ); copcarla = engineLoadDFF( "models/copcarla.dff", 596 ); engineReplaceModel( copcarla, 596 ); copcarsf = engineLoadTXD( "models/copcarsf.txd" ); engineImportTXD( copcarsf, 597 ); engineReplaceModel( copcarsf, 597 ); end ); Everything is right in the code? Link to comment
MiniGoveya Posted October 2, 2010 Share Posted October 2, 2010 You want replace a car? a texture of car? Link to comment
Kernell Posted October 2, 2010 Author Share Posted October 2, 2010 Sorry, typo. Here is corrected, the essence does not change. addEventHandler( "onClientResourceStart", getResourceRootElement( ), function( ) local txd = { }; local dff = { }; txd.copcarla = engineLoadTXD( "models/copcarla.txd" ); engineImportTXD( txd.copcarla, 596 ); dff.copcarla = engineLoadDFF( "models/copcarla.dff", 596 ); engineReplaceModel( dff.copcarla, 596 ); txd.copcarsf = engineLoadTXD( "models/copcarsf.txd" ); engineImportTXD( txd.copcarsf, 597 ); dff.copcarsf = engineLoadDFF( "models/copcarsf.dff", 597 ); engineReplaceModel( dff.copcarsf, 597 ); end ); Link to comment
Kernell Posted October 2, 2010 Author Share Posted October 2, 2010 Maybe give a link to download these models? Link to comment
dzek (varez) Posted October 2, 2010 Share Posted October 2, 2010 did you notice this? dont replace vehicles that can be modded (sultan, jester etc) - adding modification will crash the client you can post some link to download prepared resource, but its hard to trigger crash when you dont know what exactly triggers it.. Link to comment
Kernell Posted October 2, 2010 Author Share Posted October 2, 2010 Yes! Did you notice that I replace Police SF and Police LS? Starting resource, models and textures are replaced (copcarla and copcarsf) it is all. edit: on client-side Link to comment
DiSaMe Posted October 3, 2010 Share Posted October 3, 2010 MTA tends to crash with custom models. Link to comment
Faw[Ful] Posted October 4, 2010 Share Posted October 4, 2010 MTA tends to crash with custom models. for objects no (just happen with a shadow mesh having too many polys) , for cars MTA dont accept all of custom cars like gta solo can accept them, try to disable autopimp in race thats could help Link to comment
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