eveneme Posted June 16, 2017 Posted June 16, 2017 (edited) I am looking for a easy-to-use script that I could run, or an alternative map editor, that would allow me to retexture my objects live (using in-game textures only). Is there anything like that out there? Edited June 16, 2017 by eveneme
AE. Posted June 16, 2017 Posted June 16, 2017 (edited) if you mean you want to edit texture live on map editor i think this is a hard s*it you want a script that can run txd and can export images from it and then you need to make photoshop in the game and add to the map editor and a lot of another s*it i skipped in another word .. you need a bad ass scripter that know more than lua Edited June 16, 2017 by 3laa33
Captain Cody Posted June 16, 2017 Posted June 16, 2017 (edited) Or you can simple as this, use shaders .- a 'bad ass' scripter that knows more than lua Edited June 16, 2017 by CodyJ(L)
eveneme Posted June 17, 2017 Author Posted June 17, 2017 I'm not a scripter myself so I don't know, but as it's already been done long time ago in sa-mp, which makes me think it's not like a big challange (since sa-mp is pretty poor in terms of scripting). The script's called Texture Studio w 4 hours ago, CodyJ(L) said: Or you can simple as this, use shaders .- a 'bad ass' scripter that knows more than lua what do you mean?
Moderators IIYAMA Posted June 17, 2017 Moderators Posted June 17, 2017 There is no tool that does what you want afaik. But there is a tool that can help you identify the texture names: shader_tex_names Which you can use in scripts like this: Shader { pass P0 { Texture[0] = gTexture; } } Script addEventHandler( "onClientResourceStart", resourceRoot, function () local textureReplacementsTable = { {"bullethitsmoke", "dds" , "dxt5"}, {"collisionsmoke", "dds" , "dxt5"}, {"bloodpool_64", "dds" , "dxt5"} } for i=1,#textureReplacementsTable do local textureData = textureReplacementsTable[i] local texShader = dxCreateShader ( "shaders/texreplace.fx" ) if texShader then dxSetShaderValue(texShader,"gTexture",dxCreateTexture("textures/" .. textureData[1] .. "." .. textureData[2], textureData[3])) engineApplyShaderToWorldTexture(texShader, textureData[1]) end end end)
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