Javier Posted June 2, 2013 Posted June 2, 2013 Hola , Me descargué un Shader de la comunidad para el reflejo de los autos. El problema es que le cambié la ubicacion y ahora no anda más. Es que necesito poner los Shaders en una sola carpera... Ayudenme Meta -- c_car_reflect_lite.lua -- Variables = {} Variables.renderDistance= 50 -- shader will be applied to textures nearer than this Variables.brightnessFactorPaint= 0.045 Variables.transFactor = 0.6 Variables.brightnessFactorWShield= 0.59 Variables.bumpSize =0.02 -- for car paint Variables.bumpSizeWnd =0 -- for windshields Variables.normal = 1.5 -- the higher , the less normalised 0-2 Variables.brightnessAdd =0.5 -- before bright pass Variables.brightnessMul = 1.5 -- multiply after brightpass Variables.brightpassCutoff = 0.16 -- 0-1 Variables.brightpassPower = 2 -- 1-5 Variables.reflectionFlip = 1 -- 0 or 1 Variables.reflectionFlipAngle =0.25 -- -1,1 Variables.dirtTexture = 1 -- 0 or 1 Variables.sProjectedXsize=0.5 Variables.sProjectedXvecMul=1 Variables.sProjectedXoffset=-0.021 Variables.sProjectedYsize=0.5 Variables.sProjectedYvecMul=1 Variables.sProjectedYoffset=-0.22 local scx, scy = guiGetScreenSize() local myScreenSource = dxCreateScreenSource( scx, scy) -- Create shader local grunShader = dxCreateShader ( "SHADER/REFLEX/car_refgrun.fx",1,Variables.renderDistance,true) local geneShader = dxCreateShader ( "SHADER/REFLEX/car_refgene.fx",1,Variables.renderDistance,true) local shatShader = dxCreateShader ( "SHADER/REFLEX/car_refgene.fx",1,Variables.renderDistance,true) addEventHandler( "onClientResourceStart", getResourceRootElement( getThisResource()), function() -- Version check if getVersion ().sortable < "1.3.1" then outputChatBox( "Resource is not compatible (client version 1.3.1 required)." ) return end if not grunShader or not geneShader or not shatShader then outputChatBox( "Could not create shader. Please use debugscript 3" ) else outputChatBox( "Started: Shader Car paint reflect LITE.") addEventHandler ( "onClientHUDRender", getRootElement (), updateScreen ) --Set variables dxSetShaderValue ( grunShader, "sCutoff",Variables.brightpassCutoff) dxSetShaderValue ( grunShader, "sPower", Variables.brightpassPower) dxSetShaderValue ( grunShader, "sAdd", Variables.brightnessAdd) dxSetShaderValue ( grunShader, "sMul", Variables.brightnessMul) dxSetShaderValue ( grunShader, "sRefFl", Variables.reflectionFlip) dxSetShaderValue ( grunShader, "sRefFlan", Variables.reflectionFlipAngle) dxSetShaderValue ( grunShader, "sNorFac", Variables.normal) dxSetShaderValue ( grunShader, "brightnessFactor",Variables.brightnessFactorPaint) dxSetShaderValue ( grunShader, "transFactor",Variables.transFactor) dxSetShaderValue ( geneShader, "sCutoff",Variables.brightpassCutoff) dxSetShaderValue ( geneShader, "sPower", Variables.brightpassPower) dxSetShaderValue ( geneShader, "sAdd", Variables.brightnessAdd) dxSetShaderValue ( geneShader, "sMul", Variables.brightnessMul) dxSetShaderValue ( geneShader, "sRefFl", Variables.reflectionFlip) dxSetShaderValue ( geneShader, "sRefFlan", Variables.reflectionFlipAngle) dxSetShaderValue ( geneShader, "sNorFac", Variables.normal) dxSetShaderValue ( geneShader, "brightnessFactor",Variables.brightnessFactorWShield) dxSetShaderValue ( shatShader, "sCutoff",Variables.brightpassCutoff) dxSetShaderValue ( shatShader, "sPower", Variables.brightpassPower) dxSetShaderValue ( shatShader, "sAdd", Variables.brightnessAdd) dxSetShaderValue ( shatShader, "sMul", Variables.brightnessMul) dxSetShaderValue ( shatShader, "sRefFl", Variables.reflectionFlip) dxSetShaderValue ( shatShader, "sRefFlan", Variables.reflectionFlipAngle) dxSetShaderValue ( shatShader, "sNorFac", Variables.normal) dxSetShaderValue ( shatShader, "brightnessFactor",Variables.brightnessFactorWShield) dxSetShaderValue ( grunShader, "dirtTex",Variables.dirtTexture) dxSetShaderValue ( grunShader, "bumpSize",Variables.bumpSize) dxSetShaderValue ( geneShader, "bumpSize",Variables.bumpSizeWnd) dxSetShaderValue ( grunShader, "sProjectedXsize",Variables.sProjectedXsize) dxSetShaderValue ( grunShader, "sProjectedXvecMul",Variables.sProjectedXvecMul) dxSetShaderValue ( grunShader, "sProjectedXoffset",Variables.sProjectedXoffset) dxSetShaderValue ( grunShader, "sProjectedYsize",Variables.sProjectedYsize) dxSetShaderValue ( grunShader, "sProjectedYvecMul",Variables.sProjectedYvecMul) dxSetShaderValue ( grunShader, "sProjectedYoffset",Variables.sProjectedYoffset) dxSetShaderValue ( geneShader, "sProjectedXsize",Variables.sProjectedXsize) dxSetShaderValue ( geneShader, "sProjectedXvecMul",Variables.sProjectedXvecMul) dxSetShaderValue ( geneShader, "sProjectedXoffset",Variables.sProjectedXoffset) dxSetShaderValue ( geneShader, "sProjectedYsize",Variables.sProjectedYsize) dxSetShaderValue ( geneShader, "sProjectedYvecMul",Variables.sProjectedYvecMul) dxSetShaderValue ( geneShader, "sProjectedYoffset",Variables.sProjectedYoffset) dxSetShaderValue ( shatShader, "sProjectedXsize",Variables.sProjectedXsize) dxSetShaderValue ( shatShader, "sProjectedXvecMul",Variables.sProjectedXvecMul) dxSetShaderValue ( shatShader, "sProjectedXoffset",Variables.sProjectedXoffset) dxSetShaderValue ( shatShader, "sProjectedYsize",Variables.sProjectedYsize) dxSetShaderValue ( shatShader, "sProjectedYvecMul",Variables.sProjectedYvecMul) dxSetShaderValue ( shatShader, "sProjectedYoffset",Variables.sProjectedYoffset) -- Set textures local textureVol = dxCreateTexture ( "SHADER/REFLEX/images/smallnoise3d.dds" ); dxSetShaderValue ( grunShader, "sRandomTexture", textureVol ); dxSetShaderValue ( grunShader, "sReflectionTexture", myScreenSource ); dxSetShaderValue ( geneShader, "gShatt", 0 ); dxSetShaderValue ( geneShader, "sRandomTexture", textureVol ); dxSetShaderValue ( geneShader, "sReflectionTexture", myScreenSource ); dxSetShaderValue ( shatShader, "gShatt", 1 ); dxSetShaderValue ( shatShader, "sRandomTexture", textureVol ); dxSetShaderValue ( shatShader, "sReflectionTexture", myScreenSource ); -- Apply to world texture engineApplyShaderToWorldTexture ( grunShader, "vehiclegrunge256" ) engineApplyShaderToWorldTexture ( grunShader, "?emap*" ) engineApplyShaderToWorldTexture ( geneShader, "vehiclegeneric256" ) engineApplyShaderToWorldTexture ( shatShader, "vehicleshatter128" ) engineApplyShaderToWorldTexture ( geneShader, "hotdog92glass128" ) --for one custom vehicle engineApplyShaderToWorldTexture ( geneShader, "okoshko" ) --a table of texture names local texturegrun = { "predator92body128", "monsterb92body256a", "monstera92body256a", "andromeda92wing","fcr90092body128", "hotknifebody128b", "hotknifebody128a", "rcbaron92texpage64", "rcgoblin92texpage128", "rcraider92texpage128", "rctiger92body128","rhino92texpage256", "petrotr92interior128","artict1logos","rumpo92adverts256","dash92interior128", "coach92interior128","combinetexpage128","hotdog92body256", "raindance92body128", "cargobob92body256", "andromeda92body", "at400_92_256", "nevada92body256", "polmavbody128a" , "sparrow92body128" , "hunterbody8bit256a" , "seasparrow92floats64" , "dodo92body8bit256" , "cropdustbody256", "beagle256", "hydrabody256", "rustler92body256", "shamalbody256", "skimmer92body128", "stunt256", "maverick92body128", "leviathnbody8bit256", "freight92window64" } for _,addList in ipairs(texturegrun) do engineApplyShaderToWorldTexture (grunShader, addList ) end end end ) function updateScreen() if myScreenSource then dxUpdateScreenSource( myScreenSource) end end Plis, ayudenme con las ubicaciones... Gracias
FraN-724 Posted June 2, 2013 Posted June 2, 2013 Donde dice NOMBRE DE LA CARPETA cambia el nombre y pon el nombre de la carpeta donde se encuentran los shaders y en el script igual, salen en las lineas 30,31,32,105 -- c_car_reflect_lite.lua -- Variables = {} Variables.renderDistance= 50 -- shader will be applied to textures nearer than this Variables.brightnessFactorPaint= 0.045 Variables.transFactor = 0.6 Variables.brightnessFactorWShield= 0.59 Variables.bumpSize =0.02 -- for car paint Variables.bumpSizeWnd =0 -- for windshields Variables.normal = 1.5 -- the higher , the less normalised 0-2 Variables.brightnessAdd =0.5 -- before bright pass Variables.brightnessMul = 1.5 -- multiply after brightpass Variables.brightpassCutoff = 0.16 -- 0-1 Variables.brightpassPower = 2 -- 1-5 Variables.reflectionFlip = 1 -- 0 or 1 Variables.reflectionFlipAngle =0.25 -- -1,1 Variables.dirtTexture = 1 -- 0 or 1 Variables.sProjectedXsize=0.5 Variables.sProjectedXvecMul=1 Variables.sProjectedXoffset=-0.021 Variables.sProjectedYsize=0.5 Variables.sProjectedYvecMul=1 Variables.sProjectedYoffset=-0.22 local scx, scy = guiGetScreenSize() local myScreenSource = dxCreateScreenSource( scx, scy) -- Create shader local grunShader = dxCreateShader ( "NOMBRE DE LA CARPETA/car_refgrun.fx",1,Variables.renderDistance,true) local geneShader = dxCreateShader ( "NOMBRE DE LA CARPETA/car_refgene.fx",1,Variables.renderDistance,true) local shatShader = dxCreateShader ( "NOMBRE DE LA CARPETA/car_refgene.fx",1,Variables.renderDistance,true) addEventHandler( "onClientResourceStart", getResourceRootElement( getThisResource()), function() -- Version check if getVersion ().sortable < "1.3.1" then outputChatBox( "Resource is not compatible (client version 1.3.1 required)." ) return end if not grunShader or not geneShader or not shatShader then outputChatBox( "Could not create shader. Please use debugscript 3" ) else outputChatBox( "Started: Shader Car paint reflect LITE.") addEventHandler ( "onClientHUDRender", getRootElement (), updateScreen ) --Set variables dxSetShaderValue ( grunShader, "sCutoff",Variables.brightpassCutoff) dxSetShaderValue ( grunShader, "sPower", Variables.brightpassPower) dxSetShaderValue ( grunShader, "sAdd", Variables.brightnessAdd) dxSetShaderValue ( grunShader, "sMul", Variables.brightnessMul) dxSetShaderValue ( grunShader, "sRefFl", Variables.reflectionFlip) dxSetShaderValue ( grunShader, "sRefFlan", Variables.reflectionFlipAngle) dxSetShaderValue ( grunShader, "sNorFac", Variables.normal) dxSetShaderValue ( grunShader, "brightnessFactor",Variables.brightnessFactorPaint) dxSetShaderValue ( grunShader, "transFactor",Variables.transFactor) dxSetShaderValue ( geneShader, "sCutoff",Variables.brightpassCutoff) dxSetShaderValue ( geneShader, "sPower", Variables.brightpassPower) dxSetShaderValue ( geneShader, "sAdd", Variables.brightnessAdd) dxSetShaderValue ( geneShader, "sMul", Variables.brightnessMul) dxSetShaderValue ( geneShader, "sRefFl", Variables.reflectionFlip) dxSetShaderValue ( geneShader, "sRefFlan", Variables.reflectionFlipAngle) dxSetShaderValue ( geneShader, "sNorFac", Variables.normal) dxSetShaderValue ( geneShader, "brightnessFactor",Variables.brightnessFactorWShield) dxSetShaderValue ( shatShader, "sCutoff",Variables.brightpassCutoff) dxSetShaderValue ( shatShader, "sPower", Variables.brightpassPower) dxSetShaderValue ( shatShader, "sAdd", Variables.brightnessAdd) dxSetShaderValue ( shatShader, "sMul", Variables.brightnessMul) dxSetShaderValue ( shatShader, "sRefFl", Variables.reflectionFlip) dxSetShaderValue ( shatShader, "sRefFlan", Variables.reflectionFlipAngle) dxSetShaderValue ( shatShader, "sNorFac", Variables.normal) dxSetShaderValue ( shatShader, "brightnessFactor",Variables.brightnessFactorWShield) dxSetShaderValue ( grunShader, "dirtTex",Variables.dirtTexture) dxSetShaderValue ( grunShader, "bumpSize",Variables.bumpSize) dxSetShaderValue ( geneShader, "bumpSize",Variables.bumpSizeWnd) dxSetShaderValue ( grunShader, "sProjectedXsize",Variables.sProjectedXsize) dxSetShaderValue ( grunShader, "sProjectedXvecMul",Variables.sProjectedXvecMul) dxSetShaderValue ( grunShader, "sProjectedXoffset",Variables.sProjectedXoffset) dxSetShaderValue ( grunShader, "sProjectedYsize",Variables.sProjectedYsize) dxSetShaderValue ( grunShader, "sProjectedYvecMul",Variables.sProjectedYvecMul) dxSetShaderValue ( grunShader, "sProjectedYoffset",Variables.sProjectedYoffset) dxSetShaderValue ( geneShader, "sProjectedXsize",Variables.sProjectedXsize) dxSetShaderValue ( geneShader, "sProjectedXvecMul",Variables.sProjectedXvecMul) dxSetShaderValue ( geneShader, "sProjectedXoffset",Variables.sProjectedXoffset) dxSetShaderValue ( geneShader, "sProjectedYsize",Variables.sProjectedYsize) dxSetShaderValue ( geneShader, "sProjectedYvecMul",Variables.sProjectedYvecMul) dxSetShaderValue ( geneShader, "sProjectedYoffset",Variables.sProjectedYoffset) dxSetShaderValue ( shatShader, "sProjectedXsize",Variables.sProjectedXsize) dxSetShaderValue ( shatShader, "sProjectedXvecMul",Variables.sProjectedXvecMul) dxSetShaderValue ( shatShader, "sProjectedXoffset",Variables.sProjectedXoffset) dxSetShaderValue ( shatShader, "sProjectedYsize",Variables.sProjectedYsize) dxSetShaderValue ( shatShader, "sProjectedYvecMul",Variables.sProjectedYvecMul) dxSetShaderValue ( shatShader, "sProjectedYoffset",Variables.sProjectedYoffset) -- Set textures local textureVol = dxCreateTexture ( "NOMBRE DE LA CARPETA/images/smallnoise3d.dds" ); dxSetShaderValue ( grunShader, "sRandomTexture", textureVol ); dxSetShaderValue ( grunShader, "sReflectionTexture", myScreenSource ); dxSetShaderValue ( geneShader, "gShatt", 0 ); dxSetShaderValue ( geneShader, "sRandomTexture", textureVol ); dxSetShaderValue ( geneShader, "sReflectionTexture", myScreenSource ); dxSetShaderValue ( shatShader, "gShatt", 1 ); dxSetShaderValue ( shatShader, "sRandomTexture", textureVol ); dxSetShaderValue ( shatShader, "sReflectionTexture", myScreenSource ); -- Apply to world texture engineApplyShaderToWorldTexture ( grunShader, "vehiclegrunge256" ) engineApplyShaderToWorldTexture ( grunShader, "?emap*" ) engineApplyShaderToWorldTexture ( geneShader, "vehiclegeneric256" ) engineApplyShaderToWorldTexture ( shatShader, "vehicleshatter128" ) engineApplyShaderToWorldTexture ( geneShader, "hotdog92glass128" ) --for one custom vehicle engineApplyShaderToWorldTexture ( geneShader, "okoshko" ) --a table of texture names local texturegrun = { "predator92body128", "monsterb92body256a", "monstera92body256a", "andromeda92wing","fcr90092body128", "hotknifebody128b", "hotknifebody128a", "rcbaron92texpage64", "rcgoblin92texpage128", "rcraider92texpage128", "rctiger92body128","rhino92texpage256", "petrotr92interior128","artict1logos","rumpo92adverts256","dash92interior128", "coach92interior128","combinetexpage128","hotdog92body256", "raindance92body128", "cargobob92body256", "andromeda92body", "at400_92_256", "nevada92body256", "polmavbody128a" , "sparrow92body128" , "hunterbody8bit256a" , "seasparrow92floats64" , "dodo92body8bit256" , "cropdustbody256", "beagle256", "hydrabody256", "rustler92body256", "shamalbody256", "skimmer92body128", "stunt256", "maverick92body128", "leviathnbody8bit256", "freight92window64" } for _,addList in ipairs(texturegrun) do engineApplyShaderToWorldTexture (grunShader, addList ) end end end ) function updateScreen() if myScreenSource then dxUpdateScreenSource( myScreenSource) end end
Javier Posted June 2, 2013 Author Posted June 2, 2013 Justamente la carpera que agregué se llama "SHADER/REFLEX", pero el problema es que no anda. Probé con el script original y si anda.
FraN-724 Posted June 2, 2013 Posted June 2, 2013 No te anda el script o no te sale en el panel admin, si es así diste refresh?
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