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Cambio de Ubicacion.


Javier

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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

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-- 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

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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 

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