DiSaMe Posted November 14, 2010 Share Posted November 14, 2010 SA-MP 0.3c will include objects with no vertices and faces, only particles attached to them. I wanted to check if MTA SA can import particle data of custom DFFs, so that I would know if that would be an advantage of SA-MP or not. I created models with particle effects and tested them in MTA. They worked, and this is the video: Link to comment
GodFather Posted November 14, 2010 Share Posted November 14, 2010 MTA owned SAMP again. Link to comment
dzek (varez) Posted November 14, 2010 Share Posted November 14, 2010 half of them can be achieved via https://wiki.multitheftauto.com/wiki/Cli ... _functions or some other functions. some of them aren't Link to comment
DiSaMe Posted November 14, 2010 Author Share Posted November 14, 2010 With effect functions you can change parameters for some particles, and it's better in this way. But less than half of particles can be created with these functions, so custom DFFs can help a lot. Link to comment
Slothman Posted November 14, 2010 Share Posted November 14, 2010 it would be nice to see a resource made to simplify this for other scripters (I'm particularely interested in the riot fire) Link to comment
DiSaMe Posted November 14, 2010 Author Share Posted November 14, 2010 I was thinking about that, maybe I'll make it tomorrow. Link to comment
DiSaMe Posted November 15, 2010 Author Share Posted November 15, 2010 Uploaded: https://community.multitheftauto.com/index.php?p= ... ls&id=1292 Link to comment
J.S. Posted November 15, 2010 Share Posted November 15, 2010 Looks good but you should put some exported functions in the resource. Like "createCarWashEffect(x,y,z,size)", "createCokeTrailEffect(x,y,z,size)", "moveEffect(effect,x,y,z)", etc.; so that it's possible to use this as an included script for a resource. Link to comment
Faw[Ful] Posted November 17, 2010 Share Posted November 17, 2010 I like the end You can also attach lights that will have effect on the ground and vehicles Link to comment
DiSaMe Posted November 17, 2010 Author Share Posted November 17, 2010 Yes, I tried to do that, it works. But I copied some data from GTA SA files. I couldn't write all data myself because gtamodding.com lacks some 2dfx documentation. Link to comment
Faw[Ful] Posted November 17, 2010 Share Posted November 17, 2010 Yes, I tried to do that, it works. But I copied some data from GTA SA files. I couldn't write all data myself because gtamodding.com lacks some 2dfx documentation. You can use dexx_gta script to make your own lights Link to comment
BulleTTime Posted May 17, 2011 Share Posted May 17, 2011 Can anyone tell me how to assign particles on a .dff inside 3dsmax?? What do i need as material? Thanks Link to comment
DiSaMe Posted May 17, 2011 Author Share Posted May 17, 2011 I don't even know if there's a script on 3dsmax for importing/exporting DFFs with particles. Link to comment
BulleTTime Posted May 17, 2011 Share Posted May 17, 2011 so how are these models made? I basicly want to rotate the direction of a particle (y) but is that possible ??? thanks Link to comment
BulleTTime Posted May 17, 2011 Share Posted May 17, 2011 it seems i cannot scale - rotate them is that right Link to comment
DiSaMe Posted May 17, 2011 Author Share Posted May 17, 2011 If you want to change the direction of particles, rotate the whole object, but I don't know if that works on all directional particles. I made models with a hex editor and RW analyzer, because no modelling was needed. Link to comment
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