dugasz1 Posted April 11, 2015 Share Posted April 11, 2015 Hello! I have a few question about paintjobs. -How can i use paintjobs which is given to the new car model? (It replace jester model and there are 4 paintjobs for it, i don't get it why 4? It have 3 paintjobs originally. Link And on the picture he buy always the 5th paintjob. Why?) -Is it possible to give a paintjob for a car which haven't got original paintjob? For exapmle Infernus -And can i give more paintjob for a car than it have got originally? Link to comment
dugasz1 Posted April 11, 2015 Author Share Posted April 11, 2015 Sadly, i don't know much about shadders I think i should use this : bool engineApplyShaderToWorldTexture ( element shader, string textureName [, element targetElement = nil, bool appendLayers = true ] ) But how can i create a shadder element by a .txd file? Or a texture element is optimal too? Link to comment
Ryancit2 Posted April 11, 2015 Share Posted April 11, 2015 In that case try some modding softwares, then make txd and dff, then add to MTA using engineApplyShader functions. Link to comment
dugasz1 Posted April 11, 2015 Author Share Posted April 11, 2015 Please write a example Link to comment
Ren_712 Posted April 11, 2015 Share Posted April 11, 2015 so you have a texture ... local mytex = dxCreateTexture("my_texture.png") local myshader = dxCreateShader("my_shader.fx") dxSetShaderValue(myshader,"gTexture0",mytex) engineApplyShaderToWorldTexture(myshader,"remap_supra92") texture gTexture0; //-- Very simple technique technique texReplace { pass P0 { //-- Set up texture stage 0 Texture[0] = gTexture0; } } Link to comment
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