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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.

18 answers to this question

Recommended Posts

  • 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.

  • 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 ;)

  • 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.

  • 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.

  • 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 
) 
  

  • 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?

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