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Invisible objects.


Castillo

Question

Posted

Hi everyone, I'm creating this topic because in SAUR we're having a strange bug never seen in older versions of MTA.

The bug is that some players cannot see whole base objects, and I'm not talking just of one-two objects, but the WHOLE base, and this is being annoying as players start's to abuse it.

I'll leave a screenshot here, if you can help, I'll be very greatfull.

http://imageshack.us/photo/my-images/69 ... 23422.png/

Thanks in advance.

San Andreas Utopia RPG (SAUR) Owner & Developer.

560x95_FFFFFF_FF9900_000000_000000.png

Education is the most powerful weapon which you can use to change the world.

18 answers to this question

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  • 0
Posted

It's a client-bug obviously, you can't see the objects while some other players can.

You should try deleting custom models, textures and shaders, I'm sure some of them are causing that.

"Everything exists, because otherwise nothing would", Bob Marley, 2015.

  • 0
Posted

I am thinking the same as diego. This is probably just one of those little problems that your computer has, YOUR COMPUTER SUCKS.

Get a better computer to run your 100 custom models and 1000 custom car models ;)

If I helped you, please click the like button on the right ;) Thanks!

  • 0
Posted

He hasn't mods, he should run his 1000 mods (2000 if possible :)) while the client-side Engine functions can't, so he should try to stop any resource with custom models / textures or shaders.

"Everything exists, because otherwise nothing would", Bob Marley, 2015.

  • 0
Posted
I am thinking the same as diego. This is probably just one of those little problems that your computer has, YOUR COMPUTER SUCKS.

Get a better computer to run your 100 custom models and 1000 custom car models ;)

Castillo has a good computer, dude.

He hasn't mods, he should run his 1000 mods (2000 if possible :)) while the client-side Engine functions can't, so he should try to stop any resource with custom models / textures or shaders.

I had this trouble while playing "Pawlo - Egyptian Skills" map xD, so I think it may be the TXD files that failed someway as diego says.

  • 0
Posted

For TXDs I have a really good solution - Sick and tired of the TXD functions instability? then try to replace a texture with shaders :P, I've retextured Los Santos with shaders and it worked so well and occupied only 10 mb in Video RAM.

"Everything exists, because otherwise nothing would", Bob Marley, 2015.

  • 0
Posted

Here you see (the image is a bit big, click on it for see the whole image):

gallery5m.jpg

gallery6u.jpg

See the difference? kool, isn't it? :).

"Everything exists, because otherwise nothing would", Bob Marley, 2015.

  • 0
Posted

Only the lua :).

  
  
addEventHandler( "onClientResourceStart", resourceRoot, 
    function() 
  
----------------------------------------------------- 
---------------CONCRETE------------------- 
----------------------------------------------------- 
        lighting = dxCreateShader ( "envlighting.fx" ) 
        --engineApplyShaderToWorldTexture ( lighting, "*" ) 
  
        roads = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( roads, "snpedtest1" ) 
        local roadstex = dxCreateTexture ( "concrete/cityRoad.jpg" ) 
        dxSetShaderValue ( roads, "gTexture", roadstex ) 
  
        roads2 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( roads2, "dt_road" ) 
        local roads2tex = dxCreateTexture ( "concrete/cityRoad2.jpg" ) 
        dxSetShaderValue ( roads2, "gTexture", roads2tex ) 
  
        canyonroads = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvblenddrt" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_freewyright" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_freewyleft" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hv" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvgtravel" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1linefreewy" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvblend2" ) 
        local canyonroadstex = dxCreateTexture ( "concrete/canyonRoad.jpg" ) 
        dxSetShaderValue ( canyonroads, "gTexture", canyonroadstex ) 
  
        concrete = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( concrete, "block2_low" ) 
        engineApplyShaderToWorldTexture ( concrete, "dockpave_256" ) 
        engineApplyShaderToWorldTexture ( concrete, "cos_hiwayout_256" ) 
        engineApplyShaderToWorldTexture ( concrete, "concretemanky" ) 
        local concretetex = dxCreateTexture ( "concrete/concrete.jpg" ) 
        dxSetShaderValue ( concrete, "gTexture", concretetex ) 
  
        paves = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( paves, "sidelatino1_lae" ) 
        engineApplyShaderToWorldTexture ( paves, "sjmhoodlawn41" ) 
        engineApplyShaderToWorldTexture ( paves, "sjmhoodlawn42" ) 
        engineApplyShaderToWorldTexture ( paves, "cos_hiwayout_256" ) 
        local pavestex = dxCreateTexture ( "concrete/pave.jpg" ) 
        dxSetShaderValue ( paves, "gTexture", pavestex ) 
  
        freeway = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( freeway, "cos_hiwaymid_256" ) 
        engineApplyShaderToWorldTexture ( freeway, "hiwaymidlle_256" ) 
        local freewaytex = dxCreateTexture ( "concrete/roadway.jpg" ) 
        dxSetShaderValue ( freeway, "gTexture", freewaytex ) 
  
        crossing = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( crossing, "rufwaldock1" ) 
        local crossingtex = dxCreateTexture ( "concrete/crossing.jpg" ) 
        dxSetShaderValue ( crossing, "gTexture", crossingtex ) 
  
        junct = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( junct, "sf_junction5" ) 
        local juncttex = dxCreateTexture ( "concrete/junct.jpg" ) 
        dxSetShaderValue ( junct, "gTexture", juncttex ) 
  
        lampost = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( lampost, "lampost_16clr" ) 
        local lamposttex = dxCreateTexture ( "concrete/pave.jpg" ) 
        dxSetShaderValue ( lampost, "gTexture", lamposttex ) 
  
        bricks = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( bricks, "snpdwargrn1" ) 
        engineApplyShaderToWorldTexture ( bricks, "comptwall30" ) 
        local brickstex = dxCreateTexture ( "concrete/bricks.jpg" ) 
        dxSetShaderValue ( bricks, "gTexture", brickstex ) 
  
----------------------------------------------------- 
---------------BUILDINGS-------------------- 
----------------------------------------------------- 
        build1 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( build1, "sl_skyscrpr03" ) 
        engineApplyShaderToWorldTexture ( build1, "lan2skyscra5_lod" ) 
        local build1tex = dxCreateTexture ( "buildings/build1.jpg" ) 
        dxSetShaderValue ( build1, "gTexture", build1tex ) 
  
        build2 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( build2, "sl_librarywin3" ) 
        engineApplyShaderToWorldTexture ( build2, "lan2skyscra1_lod" ) 
        local build2tex = dxCreateTexture ( "buildings/build2.jpg" ) 
        dxSetShaderValue ( build2, "gTexture", build2tex ) 
  
        build3 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( build3, "sl_skyscrpr04" ) 
        local build3tex = dxCreateTexture ( "buildings/build3.jpg" ) 
        dxSetShaderValue ( build3, "gTexture", build3tex ) 
  
----------------------------------------------------- 
---------------HUD------------------------------ 
----------------------------------------------------- 
  
        radar = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( radar, "radardisc" ) 
        local radartex = dxCreateTexture ( "hud/radardisc.png" ) 
        dxSetShaderValue ( radar, "gTexture", radartex ) 
  
----------------------------------------------------- 
---------------PARTICLES------------------- 
----------------------------------------------------- 
  
        cloud = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( cloud, "cloudmasked" ) 
        engineApplyShaderToWorldTexture ( cloud, "cloudhigh" ) 
        engineApplyShaderToWorldTexture ( cloud, "cloud1" ) 
        local cloudtex = dxCreateTexture ( "particles/cloud.png" ) 
        dxSetShaderValue ( cloud, "gTexture", cloudtex ) 
  
        smoke = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( smoke, "collisionsmoke" ) 
        local smokeTex = dxCreateTexture ( "particles/smoke.png" ) 
        dxSetShaderValue ( smoke, "gTexture", smokeTex ) 
  
        moon = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( moon, "coronamoon" ) 
        local moontex = dxCreateTexture ( "particles/moon.png" ) 
        dxSetShaderValue ( moon, "gTexture", moontex ) 
  
        corona = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( corona, "coronastar" ) 
        local coronatex = dxCreateTexture ( "particles/corona.png" ) 
        dxSetShaderValue ( corona, "gTexture", coronatex ) 
  
        light = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( light, "shad_exp" ) 
        local lighttex = dxCreateTexture ( "particles/shad_light.jpg" ) 
        dxSetShaderValue ( light, "gTexture", lighttex ) 
  
        fire = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( fire, "bullethitsmoke" ) 
        engineApplyShaderToWorldTexture ( fire, "sphere" ) 
        local firetex = dxCreateTexture ( "particles/fire.png" ) 
        dxSetShaderValue ( fire, "gTexture", firetex ) 
  
        vehiclescratch64 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( vehiclescratch64, "vehiclescratch64" ) 
        local vehiclescratch64tex = dxCreateTexture ( "particles/vehiclescratch64.png" ) 
        dxSetShaderValue ( vehiclescratch64, "gTexture", vehiclescratch64tex ) 
  
----------------------------------------------------- 
---------------TREES-------------------------- 
----------------------------------------------------- 
  
        trees = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( trees, "newtreeleavesb128" ) 
        engineApplyShaderToWorldTexture ( trees, "newtreeleaves128" ) 
        engineApplyShaderToWorldTexture ( trees, "newtreed256" ) 
        local treestex = dxCreateTexture ( "vegetation/hojas.png" ) 
        dxSetShaderValue ( trees, "gTexture", treestex ) 
  
        grass = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( grass, "desgreengrass" ) 
        engineApplyShaderToWorldTexture ( grass, "grasstype10" ) 
        engineApplyShaderToWorldTexture ( grass, "grasstype4" ) 
        engineApplyShaderToWorldTexture ( grass, "grasstype4_mudblend" ) 
        engineApplyShaderToWorldTexture ( grass, "grass_128hv" ) 
        engineApplyShaderToWorldTexture ( grass, "grasstype10_4blend" ) 
        engineApplyShaderToWorldTexture ( grass, "redcliffroof_la" ) 
        engineApplyShaderToWorldTexture ( grass, "grifnewtex1x_las" ) 
        engineApplyShaderToWorldTexture ( grass, "desertgravelgrass256" ) 
        engineApplyShaderToWorldTexture ( grass, "forestfloorgrass"  ) 
        engineApplyShaderToWorldTexture ( grass, "forestfloor256"  ) 
        engineApplyShaderToWorldTexture ( grass, "forestfloor3"  ) 
        engineApplyShaderToWorldTexture ( grass, "hedgealphad1"  ) 
        local grasstex = dxCreateTexture ( "vegetation/grass.jpg" ) 
        dxSetShaderValue ( grass, "gTexture", grasstex ) 
  
        dirt = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( dirt, "pavemiddirt_law" ) 
        engineApplyShaderToWorldTexture ( dirt, "sandnew_law" ) 
        engineApplyShaderToWorldTexture ( dirt, "stones256128" ) 
        local dirttex = dxCreateTexture ( "vegetation/dirt.jpg" ) 
        dxSetShaderValue ( dirt, "gTexture", dirttex ) 
  
        rock = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( rock, "rocktq128" ) 
        engineApplyShaderToWorldTexture ( rock, "rocktq128blender" ) 
        engineApplyShaderToWorldTexture ( rock, "rock_country128"  ) 
        engineApplyShaderToWorldTexture ( rock, "rocktq128_grass4blend"  ) 
        engineApplyShaderToWorldTexture ( rock, "rocktq128_forestblend2"  ) 
        engineApplyShaderToWorldTexture ( rock, "redclifftop256"  ) 
        engineApplyShaderToWorldTexture ( rock, "lasclifface"  ) 
        engineApplyShaderToWorldTexture ( rock, "cs_rockdetail2"  ) 
        engineApplyShaderToWorldTexture ( rock, "desertstones256"  ) 
        engineApplyShaderToWorldTexture ( rock, "rocktbrn128blnd"  ) 
        engineApplyShaderToWorldTexture ( rock, "cw2_mountrock"  ) 
        local rocktex = dxCreateTexture ( "vegetation/rock.jpg" ) 
        dxSetShaderValue ( rock, "gTexture", rocktex ) 
    end 
) 
  

"Everything exists, because otherwise nothing would", Bob Marley, 2015.

  • 0
Posted

In SAUR we only have some skin mods and some shaders, do you think that can cause this?

San Andreas Utopia RPG (SAUR) Owner & Developer.

560x95_FFFFFF_FF9900_000000_000000.png

Education is the most powerful weapon which you can use to change the world.

  • 0
Posted

I think diegofkda is right: Try to deactivate the custom mods. By that I don't talk about shaders, but about all .dff, .txd and .col objects.

Also, try to divide your maps into smaller maps, and move them out of the inner city.

Can you try to count the streamed-in objects?

Officially MTA's worst fanboy

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