HighFlyer Posted October 18, 2011 Share Posted October 18, 2011 Hello there, I am converting my project from SA-MP into MTA as MTA offers obviously much more functionality than SA-MP I do however have a slight dilemma on how to overcome a certain part of this "project". I have got custom mapped motorways, but the trouble is with signs. In SA-MP, there's the function Create3DTextLabel which just puts the text on a sign. Now, in MTA, there's two ways to do it from my point of view, and since it's functionality is wide, I'd prefer the first way. The first option is to replace sign textures. But if I am not mistaken, each sign has only a single texture (i.e cxrf_desertsig is a green sign, containing a single TXD file for the sign, rest TXD's is for different layers i.e posts that the sign stands on and so on). However, the sign can't be obviously just a one sign, I have to have at least 20/30 different signs. So here's my question as it stands, would it be possible to add more textures into the TXD file of the sign and replace the model with the replacement functions? For example, there would be single DFF/model, but different textures attached to it. Is it possible? Or is there anyway to duplicate the signs? Adding new models into gta3.img? Won't that crash the game or MTA? Perhaps copying the cxrf_desertsig and calling it desertsig2.txd and .dff or something? The other way is of course to add dxDrawText over the model and display it, but I suppose it's kind of useless, when MTA can do much more than that. I'd appreciate any suggestions/help from you. Regards, HighFlyer Link to comment
12p Posted October 18, 2011 Share Posted October 18, 2011 I made a 3D Text functionality script long time ago... viewtopic.php?f=108&t=32083 Link to comment
HighFlyer Posted October 18, 2011 Author Share Posted October 18, 2011 Damn, looks pretty tidy, sorry for not seeing that, I've only started my personal "scripting adventure" if you like with Lua. I might use that, thanks a lot. Any idea about the first option though? It would certainly be useful for overhead signs that I'm planning to texturize. Link to comment
12p Posted October 18, 2011 Share Posted October 18, 2011 I highly suggest to avoid use custom textures on your server, mainly because those use too much download transfer space. Link to comment
karlis Posted October 18, 2011 Share Posted October 18, 2011 you might take a look at shaders and some custom font handler written into the shader. and nope, that's not easy, however possible easily(i think GTASA number plates are displayed similar way). Link to comment
SnoopCat Posted October 20, 2011 Share Posted October 20, 2011 just use 3ds max Studio to make a DFF and a TXD and then export them to mta :B that´s my way to do it in 3D :B Link to comment
Faw[Ful] Posted October 21, 2011 Share Posted October 21, 2011 just use 3ds max Studio to make a DFF and a TXD and then export them to mta :B that´s my way to do it in 3D :B Use adobe illustrator and make a vectoriel text then export the shape to 3ds max and extrude it and DONE ! Link to comment
50p Posted October 21, 2011 Share Posted October 21, 2011 just use 3ds max Studio to make a DFF and a TXD and then export them to mta :B that´s my way to do it in 3D :B Use adobe illustrator and make a vectoriel text then export the shape to 3ds max and extrude it and DONE ! Use Text tool in 3DS Max to save export from Illustrator. That's not the most efficient way, to have actual 3D model of the text. It's better to have custom texture on a flat model (plane). That way, you can change it just by changing texture. Link to comment
karlis Posted October 21, 2011 Share Posted October 21, 2011 just use 3ds max Studio to make a DFF and a TXD and then export them to mta :B that´s my way to do it in 3D :B Use adobe illustrator and make a vectoriel text then export the shape to 3ds max and extrude it and DONE ! Use Text tool in 3DS Max to save export from Illustrator. That's not the most efficient way, to have actual 3D model of the text. It's better to have custom texture on a flat model (plane). That way, you can change it just by changing texture. I've just got some idea: dxDrawText on render target, and then draw that render target texture on top of model texture. Link to comment
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