yoya99 Posted October 31, 2014 Share Posted October 31, 2014 hello i have this resource shader....but how to enable daycyles becasue it is day all time when i enable that shader..... heeelllppp pls Sun = {} function Sun:constructor(parent) self.parent = parent self.player = getLocalPlayer() self.isDebugMode = "true" self.x = 0 self.y = 0 self.z = 0 self.rx = 0 self.ry = 0 self.rz = 0 self.height = 100 self.rzOffset = 0 self.heightCurrentOffset = 0 self.heightMinOffset = 100 self.heightMaxOffset = 250 self.heightOffsetDirection = "up" self.m_Update = function() self:update() end addEventHandler("onClientRender", root, self.m_Update) self.m_ToggleTestMode = function() self:toggleTestMode() end bindKey("N", "down", self.m_ToggleTestMode) end function Sun:toggleTestMode() if (self.isDebugMode == "true") then self.isDebugMode = "false" elseif (self.isDebugMode == "false") then self.isDebugMode = "true" end end function Sun:update() self.px, self.py, self.pz = getElementPosition(self.player) self.x, self.y, self.z = getAttachedPosition(self.px, self.py, self.pz, self.rx, self.ry, self.rz + self.rzOffset, 1500, 0, self.height + self.heightCurrentOffset) if (self.isDebugMode == "true") then self.rzOffset = self.rzOffset + 0.05 if (self.rzOffset > 360) then self.rzOffset = 0 end if (self.heightOffsetDirection == "up") then if (self.heightCurrentOffset < self.heightMaxOffset) then self.heightCurrentOffset = self.heightCurrentOffset + 0.1 else self.heightOffsetDirection = "down" end elseif (self.heightOffsetDirection == "down") then if (self.heightCurrentOffset > self.heightMinOffset) then self.heightCurrentOffset = self.heightCurrentOffset - 0.1 else self.heightOffsetDirection = "up" end end dxDrawLine3D(self.px, self.py, self.pz, self.x, self.y, self.z, tocolor(255, 255, 0, 255), 4, true) end end function Sun:getSunPosition() return self.x, self.y, self.z end function Sun:destructor() removeEventHandler("onClientRender", root, self.m_Update) end local SunInstance = nil SunShader = {} function SunShader:constructor() self.shadersEnabled = "false" self.screenWidth, self.screenHeight = guiGetScreenSize() self.lensFlareDirt = dxCreateTexture("Textures/lensflare_dirt.png") self.lensFlareChroma = dxCreateTexture("Textures/lensflare_chroma.png") self.viewDistance = 0.00005 self.sunColorInner = {0.9, 0.7, 0.6, 1} self.sunColorOuter = {0.85, 0.65, 0.55, 1} self.sunSize = 0.04 self.excludingTextures = { "waterclear256", "*smoke*", "*particle*", "*cloud*", "*splash*", "*corona*", "*sky*", "*radar*", "*wgush1*", "*debris*", "*wjet4*", "*gun*", "*wake*", "*effect*", "*fire*", "muzzle_texture*", "*font*", "*icon*", "shad_exp", "*headlight*", "*corona*", "sfnitewindow_alfa", "sfnitewindows", "monlith_win_tex", "sfxref_lite2c", "dt_scyscrap_door2", "white", "casinolights*", "cj_frame_glass", "custom_roadsign_text", "dt_twinklylites", "vgsn_nl_strip", "unnamed", "white64", "lasjmslumwin1", "pierwin05_law", "nitwin01_la", "sl_dtwinlights1", "fist", "sphere", "*spark*", "glassmall", "*debris*", "wgush1", "wjet2", "wjet4", "beastie", "bubbles", "pointlight", "unnamed", "txgrass1_1", "txgrass0_1", "txgrass1_0", "item*", "undefined*", "coin*", "turbo*", "lava*", "ampelLight*"} self.m_Update = function() self:update() end addEventHandler("onClientPreRender", root, self.m_Update) self.m_ToggleShaders = function() self:toggleShaders() end bindKey("M", "down", self.m_ToggleShaders) self:createShaders() self.sun = new(Sun, self) end function SunShader:toggleShaders() if (self.shadersEnabled == "true") then self:removeShaders() if (self.sun) then self.sun.isDebugMode = "false" end elseif (self.shadersEnabled == "false") then self:createShaders() end end function SunShader:createShaders() if (self.shadersEnabled == "false") then self.screenSource = dxCreateScreenSource(self.screenWidth, self.screenHeight) self.renderTargetBW = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.renderTargetSun = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.renderTargetGodRaysBase = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.renderTargetGodRays = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.bwShader = dxCreateShader("Shaders/bw.fx") self.godRayBaseShader = dxCreateShader("Shaders/godRayBase.fx") self.sunShader = dxCreateShader("Shaders/sun.fx") self.godRayShader = dxCreateShader("Shaders/godrays.fx") self.lensFlareShader = dxCreateShader("Shaders/lensflares.fx") self.dynamicLightShader = dxCreateShader("Shaders/dynamiclight.fx", 1000, 0, false, "world,ped,object,other") self.vehicleShader = dxCreateShader("Shaders/vehicle.fx", 1000, 0, false, "vehicle") if (not self.dynamicLightShader) or (not self.vehicleShader) or (not self.bwShader) or (not self.godRayBaseShader) or (not self.sunShader) or (not self.godRayShader) or (not self.lensFlareShader) or (not self.screenSource) or (not self.renderTargetBW) or (not self.renderTargetSun) or (not self.renderTargetGodRaysBase) or (not self.renderTargetGodRays) then outputChatBox("Loading sun shader failed. Please use debuscript 3 for further details") self:removeShaders() else engineApplyShaderToWorldTexture(self.dynamicLightShader, "*") engineApplyShaderToWorldTexture(self.vehicleShader, "*") for _, texture in ipairs(self.excludingTextures) do engineRemoveShaderFromWorldTexture(self.dynamicLightShader, texture) end self.shadersEnabled = "true" end end end function SunShader:update() if (self.dynamicLightShader) and (self.vehicleShader) and (self.bwShader) and (self.godRayBaseShader) and (self.sunShader) and (self.godRayShader) and (self.lensFlareShader) and (self.screenSource) and (self.renderTargetBW) and (self.renderTargetSun) and (self.renderTargetGodRaysBase) and (self.renderTargetGodRays) then self.sunX, self.sunY, self.sunZ = self.sun:getSunPosition() self.sunScreenX, self.sunScreenZ = getScreenFromWorldPosition(self.sunX, self.sunY, self.sunZ, 1, true) if (self.sun) then if (self.sunScreenX) and (self.sunScreenZ) then dxUpdateScreenSource(self.screenSource) showPlayerHudComponent("all", false) setTime(12,0) setSunSize(0) setSunColor (0, 0, 0, 0, 0, 0) setSkyGradient(90, 85, 120, 120, 130, 175) setCloudsEnabled(false) setFarClipDistance(1000) setFogDistance(950) -- object lighting dxSetShaderValue(self.dynamicLightShader, "sunPos", {self.sunX, self.sunY, self.sunZ}) dxSetShaderValue(self.dynamicLightShader, "sunColor", self.sunColorInner) dxSetShaderValue(self.dynamicLightShader, "ambientColor", self.sunColorOuter) -- vehicle lighting dxSetShaderValue(self.vehicleShader, "sunPos", {self.sunX, self.sunY, self.sunZ}) dxSetShaderValue(self.vehicleShader, "sunColor", self.sunColorInner) dxSetShaderValue(self.vehicleShader, "ambientColor", self.sunColorOuter) -- scenario bw dxSetShaderValue(self.bwShader, "screenSource", self.screenSource) dxSetShaderValue(self.bwShader, "viewDistance", self.viewDistance) dxSetRenderTarget(self.renderTargetBW, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.bwShader) dxSetRenderTarget() -- sun dxSetShaderValue(self.sunShader, "screenSource", self.screenSource) dxSetShaderValue(self.sunShader, "bwSource", self.renderTargetBW) dxSetShaderValue(self.sunShader, "sunPos", {(1 / self.screenWidth) * self.sunScreenX, (1 / self.screenHeight) * self.sunScreenZ}) dxSetShaderValue(self.sunShader, "sunColorInner", self.sunColorInner) dxSetShaderValue(self.sunShader, "sunColorOuter", self.sunColorOuter) dxSetShaderValue(self.sunShader, "sunSize", self.sunSize) dxSetRenderTarget(self.renderTargetSun, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.sunShader) dxSetRenderTarget() -- godray base dxSetShaderValue(self.godRayBaseShader, "screenSource", self.screenSource) dxSetShaderValue(self.godRayBaseShader, "renderTargetBW", self.renderTargetBW) dxSetShaderValue(self.godRayBaseShader, "renderTargetSun", self.renderTargetSun) dxSetShaderValue(self.godRayBaseShader, "screenSize", {self.screenWidth, self.screenHeight}) dxSetRenderTarget(self.renderTargetGodRaysBase, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.godRayBaseShader) dxSetRenderTarget() -- godrays dxSetShaderValue(self.godRayShader, "sunLight", self.renderTargetGodRaysBase) dxSetShaderValue(self.godRayShader, "lensDirt", self.lensFlareDirt) dxSetShaderValue(self.godRayShader, "sunPos", {(1 / self.screenWidth) * self.sunScreenX, (1 / self.screenHeight) * self.sunScreenZ}) dxSetRenderTarget(self.renderTargetGodRays, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.godRayShader) dxSetRenderTarget() -- lensflares dxSetShaderValue(self.lensFlareShader, "screenSource", self.screenSource) dxSetShaderValue(self.lensFlareShader, "sunLight", self.renderTargetGodRays) dxSetShaderValue(self.lensFlareShader, "lensDirt", self.lensFlareDirt) dxSetShaderValue(self.lensFlareShader, "lensChroma", self.lensFlareChroma) dxSetShaderValue(self.lensFlareShader, "sunPos", {(1 / self.screenWidth) * self.sunScreenX, (1 / self.screenHeight) * self.sunScreenZ}) dxSetShaderValue(self.lensFlareShader, "sunColor", self.sunColorInner) dxSetShaderValue(self.lensFlareShader, "screenSize", {self.screenWidth, self.screenHeight}) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.lensFlareShader) end end end dxDrawRectangle (0, self.screenHeight * 0.5, self.screenWidth * 0.14, self.screenHeight * 0.25, tocolor(0, 0, 0, 150), false) dxDrawText("Sun Shader:", 5, self.screenHeight * 0.52, 5, self.screenHeight * 0.52, tocolor (255, 200, 0, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) if (getFps()) and (getFps() > 30) then dxDrawText("#FFFFFFFPS: #00FF00" .. getFps(), 5, self.screenHeight * 0.56, 5, self.screenHeight * 0.56, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) else dxDrawText("#FFFFFFFPS: #FF0000" .. getFps(), 5, self.screenHeight * 0.56, 5, self.screenHeight * 0.56, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) end dxDrawText("Shaders enabled: " .. self.shadersEnabled, 5, self.screenHeight * 0.58, 5, self.screenHeight * 0.58, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) if (self.sun) then dxDrawText("Debug enabled: " .. self.sun.isDebugMode, 5, self.screenHeight * 0.60, 5, self.screenHeight * 0.60, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosX: " .. math.floor(self.sunX + 0.5), 5, self.screenHeight * 0.62, 5, self.screenHeight * 0.62, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosY: " .. math.floor(self.sunY + 0.5), 5, self.screenHeight * 0.64, 5, self.screenHeight * 0.64, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosZ: " .. math.floor(self.sunZ + 0.5), 5, self.screenHeight * 0.66, 5, self.screenHeight * 0.66, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) else dxDrawText("Debug enabled: false", 5, self.screenHeight * 0.60, 5, self.screenHeight * 0.60, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosX: -", 5, self.screenHeight * 0.62, 5, self.screenHeight * 0.62, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosY: -", 5, self.screenHeight * 0.64, 5, self.screenHeight * 0.64, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosZ: -", 5, self.screenHeight * 0.66, 5, self.screenHeight * 0.66, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) end dxDrawText("Press 'M' to enable/disable shaders.", 5, self.screenHeight * 0.70, 5, self.screenHeight * 0.70, tocolor (255, 128, 0, 200), 0.75, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) dxDrawText("Press 'N' to enable/disable debugmode.", 5, self.screenHeight * 0.72, 5, self.screenHeight * 0.72, tocolor (255, 128, 0, 200), 0.75, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) end function SunShader:removeShaders() removeEventHandler("onClientRender", root, self.m_Update) if (self.dynamicLightShader) then destroyElement(self.dynamicLightShader) self.dynamicLightShader = nil end Link to comment
Jessica Posted November 3, 2014 Share Posted November 3, 2014 Hi there, try using these. Create a folder called -Client -Shaders -Shared -Textures Create the meta file. <meta> <info name="SunShaderTest" description="SunShaderTest" version="0.1" type="script" author="" /> <min_mta_version client="1.3.5" server="1.3.5"/> <!-- client scripts --> <script src="Client/SunShader.lua" type="client" cache="false"/> <script src="Client/Sun.lua" type="client" cache="false"/> <!-- shared scripts --> <script src="Shared/classlib.lua" type="shared" cache="false"/> <script src="Shared/async.lua" type="shared" cache="false"/> <script src="Shared/Utils.lua" type="shared" cache="false"/> <!-- shaders --> <file src="Shaders/godRayBase.fx" type="client" cache="false"/> <file src="Shaders/sun.fx" type="client" cache="false"/> <file src="Shaders/bw.fx" type="client" cache="false"/> <file src="Shaders/godrays.fx" type="client" cache="false"/> <file src="Shaders/lensflares.fx" type="client" cache="false"/> <file src="Shaders/dynamiclight.fx" type="client" cache="false"/> <file src="Shaders/vehicle.fx" type="client" cache="false"/> <file src="Shaders/mta-helper.fx" type="client" cache="false"/> <!-- textures --> <file src="Textures/lensflare_dirt.png" type="client" cache="false"/> <file src="Textures/lensflare_chroma.png" type="client" cache="false"/> </meta> Then goto into the client folder i told you to make and make an LUA file called Sun & Another called SunShader Sun = {} function Sun:constructor(parent) self.parent = parent self.player = getLocalPlayer() self.isDebugMode = "true" self.x = 0 self.y = 0 self.z = 0 self.rx = 0 self.ry = 0 self.rz = 0 self.height = 100 self.rzOffset = 0 self.heightCurrentOffset = 0 self.heightMinOffset = 100 self.heightMaxOffset = 250 self.heightOffsetDirection = "up" self.m_Update = function() self:update() end addEventHandler("onClientRender", root, self.m_Update) self.m_ToggleTestMode = function() self:toggleTestMode() end bindKey("N", "down", self.m_ToggleTestMode) end function Sun:toggleTestMode() if (self.isDebugMode == "true") then self.isDebugMode = "false" elseif (self.isDebugMode == "false") then self.isDebugMode = "true" end end function Sun:update() self.px, self.py, self.pz = getElementPosition(self.player) self.x, self.y, self.z = getAttachedPosition(self.px, self.py, self.pz, self.rx, self.ry, self.rz + self.rzOffset, 1500, 0, self.height + self.heightCurrentOffset) if (self.isDebugMode == "true") then self.rzOffset = self.rzOffset + 0.05 if (self.rzOffset > 360) then self.rzOffset = 0 end if (self.heightOffsetDirection == "up") then if (self.heightCurrentOffset < self.heightMaxOffset) then self.heightCurrentOffset = self.heightCurrentOffset + 0.1 else self.heightOffsetDirection = "down" end elseif (self.heightOffsetDirection == "down") then if (self.heightCurrentOffset > self.heightMinOffset) then self.heightCurrentOffset = self.heightCurrentOffset - 0.1 else self.heightOffsetDirection = "up" end end dxDrawLine3D(self.px, self.py, self.pz, self.x, self.y, self.z, tocolor(255, 255, 0, 255), 4, true) end --dxDrawLine3D(self.px, self.py, self.pz, self.x, self.y, self.z, tocolor(255, 255, 0, 255), 4, true) end function Sun:getSunPosition() return self.x, self.y, self.z end function Sun:destructor() removeEventHandler("onClientRender", root, self.m_Update) end local SunInstance = nil SunShader = {} function SunShader:constructor() self.shadersEnabled = "false" self.screenWidth, self.screenHeight = guiGetScreenSize() self.lensFlareDirt = dxCreateTexture("Textures/lensflare_dirt.png") self.lensFlareChroma = dxCreateTexture("Textures/lensflare_chroma.png") self.viewDistance = 0.00005 self.sunColorInner = {0.9, 0.7, 0.6, 1} self.sunColorOuter = {0.85, 0.65, 0.55, 1} self.sunSize = 0.04 self.excludingTextures = { "waterclear256", "*smoke*", "*particle*", "*cloud*", "*splash*", "*corona*", "*sky*", "*radar*", "*wgush1*", "*debris*", "*wjet4*", "*gun*", "*wake*", "*effect*", "*fire*", "muzzle_texture*", "*font*", "*icon*", "shad_exp", "*headlight*", "*corona*", "sfnitewindow_alfa", "sfnitewindows", "monlith_win_tex", "sfxref_lite2c", "dt_scyscrap_door2", "white", "casinolights*", "cj_frame_glass", "custom_roadsign_text", "dt_twinklylites", "vgsn_nl_strip", "unnamed", "white64", "lasjmslumwin1", "pierwin05_law", "nitwin01_la", "sl_dtwinlights1", "fist", "sphere", "*spark*", "glassmall", "*debris*", "wgush1", "wjet2", "wjet4", "beastie", "bubbles", "pointlight", "unnamed", "txgrass1_1", "txgrass0_1", "txgrass1_0", "item*", "undefined*", "coin*", "turbo*", "lava*", "ampelLight*", "*shad*", "cj_w_grad"} self.m_Update = function() self:update() end addEventHandler("onClientPreRender", root, self.m_Update) self.m_ToggleShaders = function() self:toggleShaders() end bindKey("M", "down", self.m_ToggleShaders) self:createShaders() self.sun = new(Sun, self) end function SunShader:toggleShaders() if (self.shadersEnabled == "true") then self:removeShaders() if (self.sun) then self.sun.isDebugMode = "false" end elseif (self.shadersEnabled == "false") then self:createShaders() end end function SunShader:createShaders() if (self.shadersEnabled == "false") then self.screenSource = dxCreateScreenSource(self.screenWidth, self.screenHeight) self.renderTargetBW = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.renderTargetSun = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.renderTargetGodRaysBase = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.renderTargetGodRays = dxCreateRenderTarget(self.screenWidth, self.screenHeight) self.bwShader = dxCreateShader("Shaders/bw.fx") self.godRayBaseShader = dxCreateShader("Shaders/godRayBase.fx") self.sunShader = dxCreateShader("Shaders/sun.fx") self.godRayShader = dxCreateShader("Shaders/godrays.fx") self.lensFlareShader = dxCreateShader("Shaders/lensflares.fx") self.dynamicLightShader = dxCreateShader("Shaders/dynamiclight.fx", 1000, 0, false, "world,ped,object,other") self.vehicleShader = dxCreateShader("Shaders/vehicle.fx", 1000, 0, false, "vehicle") if (not self.dynamicLightShader) or (not self.vehicleShader) or (not self.bwShader) or (not self.godRayBaseShader) or (not self.sunShader) or (not self.godRayShader) or (not self.lensFlareShader) or (not self.screenSource) or (not self.renderTargetBW) or (not self.renderTargetSun) or (not self.renderTargetGodRaysBase) or (not self.renderTargetGodRays) then outputChatBox("Loading sun shader failed. Please use debugscript 3 for further details") self:removeShaders() else engineApplyShaderToWorldTexture(self.dynamicLightShader, "*") engineApplyShaderToWorldTexture(self.vehicleShader, "*") for _, texture in ipairs(self.excludingTextures) do engineRemoveShaderFromWorldTexture(self.dynamicLightShader, texture) end self.shadersEnabled = "true" end end end function SunShader:update() if (self.dynamicLightShader) and (self.vehicleShader) and (self.bwShader) and (self.godRayBaseShader) and (self.sunShader) and (self.godRayShader) and (self.lensFlareShader) and (self.screenSource) and (self.renderTargetBW) and (self.renderTargetSun) and (self.renderTargetGodRaysBase) and (self.renderTargetGodRays) then if (self.sun) then self.sunX, self.sunY, self.sunZ = self.sun:getSunPosition() self.sunScreenX, self.sunScreenZ = getScreenFromWorldPosition(self.sunX, self.sunY, self.sunZ, 1, true) dxUpdateScreenSource(self.screenSource) showPlayerHudComponent("all", false) setTime(12,0) setSunSize(0) setSunColor (0, 0, 0, 0, 0, 0) setSkyGradient(90, 85, 120, 120, 130, 175) setCloudsEnabled(false) setFarClipDistance(1200) setFogDistance(850) -- object lighting dxSetShaderValue(self.dynamicLightShader, "sunPos", {self.sunX, self.sunY, self.sunZ}) dxSetShaderValue(self.dynamicLightShader, "sunColor", self.sunColorInner) dxSetShaderValue(self.dynamicLightShader, "ambientColor", self.sunColorOuter) -- vehicle lighting dxSetShaderValue(self.vehicleShader, "sunPos", {self.sunX, self.sunY, self.sunZ}) dxSetShaderValue(self.vehicleShader, "sunColor", self.sunColorInner) dxSetShaderValue(self.vehicleShader, "ambientColor", self.sunColorOuter) if (self.sunScreenX) and (self.sunScreenZ) then -- scenario bw dxSetShaderValue(self.bwShader, "screenSource", self.screenSource) dxSetShaderValue(self.bwShader, "viewDistance", self.viewDistance) dxSetRenderTarget(self.renderTargetBW, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.bwShader) dxSetRenderTarget() -- sun dxSetShaderValue(self.sunShader, "screenSource", self.screenSource) dxSetShaderValue(self.sunShader, "bwSource", self.renderTargetBW) dxSetShaderValue(self.sunShader, "sunPos", {(1 / self.screenWidth) * self.sunScreenX, (1 / self.screenHeight) * self.sunScreenZ}) dxSetShaderValue(self.sunShader, "sunColorInner", self.sunColorInner) dxSetShaderValue(self.sunShader, "sunColorOuter", self.sunColorOuter) dxSetShaderValue(self.sunShader, "sunSize", self.sunSize) dxSetRenderTarget(self.renderTargetSun, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.sunShader) dxSetRenderTarget() -- godray base dxSetShaderValue(self.godRayBaseShader, "screenSource", self.screenSource) dxSetShaderValue(self.godRayBaseShader, "renderTargetBW", self.renderTargetBW) dxSetShaderValue(self.godRayBaseShader, "renderTargetSun", self.renderTargetSun) dxSetShaderValue(self.godRayBaseShader, "screenSize", {self.screenWidth, self.screenHeight}) dxSetRenderTarget(self.renderTargetGodRaysBase, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.godRayBaseShader) dxSetRenderTarget() -- godrays dxSetShaderValue(self.godRayShader, "sunLight", self.renderTargetGodRaysBase) dxSetShaderValue(self.godRayShader, "lensDirt", self.lensFlareDirt) dxSetShaderValue(self.godRayShader, "sunPos", {(1 / self.screenWidth) * self.sunScreenX, (1 / self.screenHeight) * self.sunScreenZ}) dxSetRenderTarget(self.renderTargetGodRays, true) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.godRayShader) dxSetRenderTarget() -- lensflares dxSetShaderValue(self.lensFlareShader, "screenSource", self.screenSource) dxSetShaderValue(self.lensFlareShader, "sunLight", self.renderTargetGodRays) dxSetShaderValue(self.lensFlareShader, "lensDirt", self.lensFlareDirt) dxSetShaderValue(self.lensFlareShader, "lensChroma", self.lensFlareChroma) dxSetShaderValue(self.lensFlareShader, "sunPos", {(1 / self.screenWidth) * self.sunScreenX, (1 / self.screenHeight) * self.sunScreenZ}) dxSetShaderValue(self.lensFlareShader, "sunColor", self.sunColorInner) dxSetShaderValue(self.lensFlareShader, "screenSize", {self.screenWidth, self.screenHeight}) --dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.bwShader) --dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.sunShader) --dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.godRayBaseShader) --dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.godRayShader) dxDrawImage(0, 0, self.screenWidth, self.screenHeight, self.lensFlareShader) end end end dxDrawRectangle (0, self.screenHeight * 0.5, self.screenWidth * 0.14, self.screenHeight * 0.25, tocolor(0, 0, 0, 150), false) dxDrawText("Sun Shader:", 5, self.screenHeight * 0.52, 5, self.screenHeight * 0.52, tocolor (255, 200, 0, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) if (getFps()) and (getFps() > 30) then dxDrawText("#FFFFFFFPS: #00FF00" .. getFps(), 5, self.screenHeight * 0.56, 5, self.screenHeight * 0.56, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) else dxDrawText("#FFFFFFFPS: #FF0000" .. getFps(), 5, self.screenHeight * 0.56, 5, self.screenHeight * 0.56, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) end dxDrawText("Shaders enabled: " .. self.shadersEnabled, 5, self.screenHeight * 0.58, 5, self.screenHeight * 0.58, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) if (self.sun) and (self.sunX) and (self.sunY) and (self.sunZ) then dxDrawText("Debug enabled: " .. self.sun.isDebugMode, 5, self.screenHeight * 0.60, 5, self.screenHeight * 0.60, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosX: " .. math.floor(self.sunX + 0.5), 5, self.screenHeight * 0.62, 5, self.screenHeight * 0.62, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosY: " .. math.floor(self.sunY + 0.5), 5, self.screenHeight * 0.64, 5, self.screenHeight * 0.64, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosZ: " .. math.floor(self.sunZ + 0.5), 5, self.screenHeight * 0.66, 5, self.screenHeight * 0.66, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) else dxDrawText("Debug enabled: false", 5, self.screenHeight * 0.60, 5, self.screenHeight * 0.60, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosX: -", 5, self.screenHeight * 0.62, 5, self.screenHeight * 0.62, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosY: -", 5, self.screenHeight * 0.64, 5, self.screenHeight * 0.64, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) dxDrawText("SunPosZ: -", 5, self.screenHeight * 0.66, 5, self.screenHeight * 0.66, tocolor (255, 255, 255, 200), 1, "default-bold", "left", "center", false, false, false, false, false, 0, 0, 0) end dxDrawText("Press 'M' to enable/disable shaders.", 5, self.screenHeight * 0.70, 5, self.screenHeight * 0.70, tocolor (255, 128, 0, 200), 0.75, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) dxDrawText("Press 'N' to enable/disable debugmode.", 5, self.screenHeight * 0.72, 5, self.screenHeight * 0.72, tocolor (255, 128, 0, 200), 0.75, "default-bold", "left", "center", false, false, false, true, false, 0, 0, 0) end function SunShader:removeShaders() removeEventHandler("onClientRender", root, self.m_Update) Link to comment
yoya99 Posted November 3, 2014 Author Share Posted November 3, 2014 nice tutorila wow thank you very much...but is there a way to make the debugwindow disappear? Link to comment
Jessica Posted November 3, 2014 Share Posted November 3, 2014 nice tutorila wow thank you very much...but is there a way to make the debugwindow disappear? Unfortunately, i don't know, but i'll have a little look around, i was only introduced to MTA a few days ago. Why don't you try looking on the wiki, it's quite useful -- https://wiki.multitheftauto.com/wiki/Debugging Link to comment
yoya99 Posted November 3, 2014 Author Share Posted November 3, 2014 i did but i didnt find something is there any way too to disable for example godray or sun fx? Link to comment
Jessica Posted November 3, 2014 Share Posted November 3, 2014 i did but i didnt find something is there any way too to disable for example godray or sun fx? If you want to disable them, try removing them, or disabling them from the meta <meta> <info name="SunShaderTest" description="SunShaderTest" version="0.1" type="script" author="" /> <min_mta_version client="1.3.5" server="1.3.5"/> <!-- client scripts --> <script src="Client/SunShader.lua" type="client" cache="false"/> <script src="Client/Sun.lua" type="client" cache="false"/> <!-- shared scripts --> <script src="Shared/classlib.lua" type="shared" cache="false"/> <script src="Shared/async.lua" type="shared" cache="false"/> <script src="Shared/Utils.lua" type="shared" cache="false"/> <!-- shaders --> <file src="Shaders/godRayBase.fx" type="client" cache="false"/> <! -Disabled- ><file src="Shaders/sun.fx" type="client" cache="false"/> <file src="Shaders/bw.fx" type="client" cache="false"/> <! -Disabled-><file src="Shaders/godrays.fx" type="client" cache="false"/> <file src="Shaders/lensflares.fx" type="client" cache="false"/> <file src="Shaders/dynamiclight.fx" type="client" cache="false"/> <file src="Shaders/vehicle.fx" type="client" cache="false"/> <file src="Shaders/mta-helper.fx" type="client" cache="false"/> <!-- textures --> <file src="Textures/lensflare_dirt.png" type="client" cache="false"/> <file src="Textures/lensflare_chroma.png" type="client" cache="false"/> </meta> But i'm not entirely sure that this will work, but, you can try if you want Link to comment
Jessica Posted November 3, 2014 Share Posted November 3, 2014 Let me know if it works, if it doesn't use this. <meta> <info name="SunShaderTest" description="SunShaderTest" version="0.1" type="script" author="" /> <min_mta_version client="1.3.5" server="1.3.5"/> <!-- client scripts --> <script src="Client/SunShader.lua" type="client" cache="false"/> <script src="Client/Sun.lua" type="client" cache="false"/> <!-- shared scripts --> <script src="Shared/classlib.lua" type="shared" cache="false"/> <script src="Shared/async.lua" type="shared" cache="false"/> <script src="Shared/Utils.lua" type="shared" cache="false"/> <!-- shaders --> <file src="Shaders/godRayBase.fx" type="client" cache="false"/> <! ---Disable or remove this ---><file src="Shaders/sun.fx" type="client" cache="false"/> <file src="Shaders/bw.fx" type="client" cache="false"/> <! ---Disable or remove this><file src="Shaders/godrays.fx" type="client" cache="false"/> <file src="Shaders/lensflares.fx" type="client" cache="false"/> <file src="Shaders/dynamiclight.fx" type="client" cache="false"/> <file src="Shaders/vehicle.fx" type="client" cache="false"/> <file src="Shaders/mta-helper.fx" type="client" cache="false"/> <!-- textures --> <file src="Textures/lensflare_dirt.png" type="client" cache="false"/> <file src="Textures/lensflare_chroma.png" type="client" cache="false"/> </meta> Link to comment
yoya99 Posted November 3, 2014 Author Share Posted November 3, 2014 ok got it thank you ...but i haev another question: i haev this graphics mods from gta sa but how can i put them in into mta?http://adf.ly/iDTSd thats the link | thank you for your help Link to comment
Jessica Posted November 3, 2014 Share Posted November 3, 2014 Well, since it's designed for single player modification, you won't be able to implement the majority of the things within the file, but what you can do is add the .fx files to a separate resource file. http://imgur.com/aafP8XV So, if you want to do this step by step, follow these instruction, or just download the resource i made for you. Resource: https://www.mediafire.com/?mf74lfpowgenjn3 <meta> <info name="yoya99Shader" description="TestShaderForYoya99" version="0.1" type="script" author="Jessica" /> <min_mta_version client="1.3.5" server="1.3.5"/> <!-- shaders --> <file src="Shaders/deferred.fx" type="client" cache="false"/> <file src="Shaders/Helpers.fx" type="client" cache="false"/> <file src="Shaders/object.fx" type="client" cache="false"/> <file src="Shaders/particle.fx" type="client" cache="false"/> <file src="Shaders/PostProcess.fx" type="client" cache="false"/> <file src="Shaders/skin.fx" type="client" cache="false"/> <file src="Shaders/sky.fx" type="client" cache="false"/> <file src="Shaders/vehicle.fx" type="client" cache="false"/> <file src="Shaders/water.fx" type="client" cache="false"/> </meta> After you create the meta, make a folder and call it what ever you wish. then within that folder, place the meta, and make another folder called Shaders, and finally, just drop the .fx files in. I'm not 100% sure that this resource will work, as i said, I've only been here a few days and anyone with more knowledge of this is more then welcome to lean in and help. Link to comment
yoya99 Posted November 3, 2014 Author Share Posted November 3, 2014 mh gonna try this...but thank you Link to comment
yoya99 Posted November 3, 2014 Author Share Posted November 3, 2014 no it doe not work becasue i guess there has to be a clinet file for that Link to comment
Jessica Posted November 3, 2014 Share Posted November 3, 2014 no it doe not work becasue i guess there has to be a clinet file for that Oh well, i apologise, i don't seem to be able to offer any further assistance, but if you have any more FAQ's, let me know and i'll reply as quick as i can. Link to comment
yoya99 Posted November 3, 2014 Author Share Posted November 3, 2014 You dont have to but thank you very much for your help Link to comment
Jessica Posted November 3, 2014 Share Posted November 3, 2014 You dont have to but thank you very much for your help Anytime Link to comment
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