R0drig0SC Posted October 10, 2011 Share Posted October 10, 2011 how do I start this resource with the map? wanted to make a map style minecraft, someone can make this work? como faço para esse resource iniciar com o mapa? queria fazer um mapa minecraft, alguem pode fazer isso funcionar? block_world.fx // // block_world.fx // /////////////////////////////////////////////////////////////////////////////// // Global variables /////////////////////////////////////////////////////////////////////////////// float gRes : RES = 0.125; float gTime : TIME; float4 gColorize : COLORIZE; //------------------------------------------------------------------------------------------ // textureState - String value should be a texture number followed by 'Texture' //------------------------------------------------------------------------------------------ texture gTexture0 < string textureState="0,Texture"; >; //--------------------------------------------------------------------- // Sampler for the main texture //--------------------------------------------------------------------- sampler Sampler0 = sampler_state { Texture = (gTexture0); MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; //--------------------------------------------------------------------- // Structure of data sent to the pixel shader ( from the vertex shader ) //--------------------------------------------------------------------- struct PixelShaderInput { float4 Position : POSITION; float4 Diffuse : COLOR0; float2 TexCoord0: TEXCOORD0; }; //------------------------------------------------------------------------------------------ // PixelShaderFunction //------------------------------------------------------------------------------------------ float4 PixelShaderFunction(PixelShaderInput In) : COLOR0 { float4 OutColor = 0; // Remove lower bits in texture coords float2 uv = In.TexCoord0 - fmod(In.TexCoord0,gRes); float4 texel = tex2D(Sampler0, uv); // Use full precision for sampling the alpha float alpha = tex2D(Sampler0, In.TexCoord0).a; // Modulate texture with lighting and colorization value OutColor = texel * In.Diffuse * gColorize; OutColor.a = alpha; return OutColor; } /////////////////////////////////////////////////////////////////////////////// // Techniques /////////////////////////////////////////////////////////////////////////////// technique tec0 { pass P0 { PixelShader = compile ps_2_0 PixelShaderFunction(); } } c_block_world -- -- c_block_world.lua -- local shaderList = {} local colorizeOff = false addEventHandler( "onClientResourceStart", resourceRoot, function() -- Version check if getVersion ().sortable < "1.1.0" then outputChatBox( "Resource is not compatible with this client." ) return end -- Create shader to test for any errors local testShader, tec = dxCreateShader ( "block_world.fx" ) if not testShader then outputChatBox( "Could not create shader. Please use debugscript 3" ) else outputChatBox( "Using technique " .. tec ) -- Create 26 shaders and apply each one to some world textures for c=65,96 do local clone = dxCreateShader ( "block_world.fx" ) engineApplyShaderToWorldTexture ( clone, string.format( "%c*", c ) ) shaderList[#shaderList+1] = clone end -- Initial colors colorize() outputChatBox( "Press 'k' to colorize" ) end end ) ---------------------------------------------------------------- -- Do change ---------------------------------------------------------------- function colorize() colorizeOff = not colorizeOff for _,shader in ipairs(shaderList) do local r,g,b = 0,0,0 while r+g+b < 2 do r,g,b = math.random(0.25,1.25),math.random(0.25,1.25),math.random(0.25,1.25) end if colorizeOff then r,g,b = 1,1,1 end dxSetShaderValue ( shader, "COLORIZE", r,g,b ) end end bindKey("k", "down", colorize ) type="map" version="1.0.0"> "[DD] minecraft.map" dimension="0"> "#minplayers" value="[ 0 ]"> "#maxplayers" value="[ 128 ]"> "#gravity" value="[ 0.008000 ]"> "#weather" value="[ 1 ]"> "#time" value="12:0"> "#locked_time" value="[ true ]"> "#waveheight" value="[ 0 ]"> "#gamespeed" value="[ 1 ]"> ====================================================================== this worked! but with "shader_block_world" failed sorry for my bad english sorry for my bad english sorry for my bad english sorry for my bad english Link to comment
arezu Posted October 10, 2011 Share Posted October 10, 2011 remove type from file node... Link to comment
R0drig0SC Posted October 10, 2011 Author Share Posted October 10, 2011 did not work! not open the script Link to comment
R0drig0SC Posted October 10, 2011 Author Share Posted October 10, 2011 this script does not work in mta 1.1.1 I think it only works on 1.1.0 how to work in 1.1.1 Link to comment
karlis Posted October 13, 2011 Share Posted October 13, 2011 this script does not work in mta 1.1.1I think it only works on 1.1.0 how to work in 1.1.1 shading on peds is tempoarily disabled.Disable ped effects. Link to comment
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