Javier Posted June 2, 2013 Share 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 Link to comment
FraN-724 Posted June 2, 2013 Share 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 Link to comment
Javier Posted June 2, 2013 Author Share 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. Link to comment
FraN-724 Posted June 2, 2013 Share Posted June 2, 2013 No te anda el script o no te sale en el panel admin, si es así diste refresh? Link to comment
Javier Posted June 5, 2013 Author Share Posted June 5, 2013 ya Funciona. Muchas Gracias Link to comment
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