Slim Posted June 23, 2017 Share Posted June 23, 2017 Okay well for example: I wanna have zebra skin on my infernus while other infernus does not have it I got a modeler to make me a custom UV mapped infernus, and a little demo script, the best he could, of the shader apply script using links I gave him. But the problem is, what he made me, applies to every existing infernus in the GTA SA world, instead of individual infernus. Anybody willing to take a crack at this? Or does anyone know how to apply the shader to individial infernus successfully? If someone can give me this script, or fix the one provided, and wrap individual infernus with custom shader, I have scripters ready to implement the options for choosing skins. On Dutchmans release post, he mentions that the script is easy to work with... Someone plz help? Super helpful links: https://community.multitheftauto.com/index.php?p=resources&s=details&id=14436 https://forum.multitheftauto.com/topic/96136-rel-texture-replacement-shader-car-wraps-etc/ https://wiki.multitheftauto.com/wiki/EngineApplyShaderToWorldTexture https://forum.multitheftauto.com/topic/80564-adding-mutiple-skins-on-one-model/ https://forum.multitheftauto.com/topic/80796-solved-shader/ Link to comment
Captain Cody Posted June 23, 2017 Share Posted June 23, 2017 -- Lua shader = dxCreateShader( "texRep.fx") -- Material == The name of the texture you used for mapping the vehicle engineApplyShaderToWorldTexture(shader,'material',vehicle) -- Fx texture gTexture; technique TexReplace { pass P0 { Texture[0] = gTexture; } } 1 Link to comment
Slim Posted June 23, 2017 Author Share Posted June 23, 2017 (edited) Forgot to mention: There's a really good chance that the working script my modeler friend made for me, only isn't working because of "GetElement". Plz help Example: With OutputChatbox, 2 of ways you can go, only your client gets the message, or the whole gets it. Or when you place a marker, the whole server can see it, or just your client. And like I said, this script applies the shader to every existing infernus instead of individual. I need someone to take a quick look at the script please, I'm almost sure it's a tiny fix... @CodyJ(L) remap_start = createMarker(2478, -1666, 14, "corona", 20, 255, 255, 0, 255) remap1_start = createMarker(2550, -1666, 14, "corona", 20, 255, 255, 0, 255) shader_stop = createMarker(2478, -1690, 14, "corona", 10, 255, 255, 0, 255) local shader = dxCreateShader("tex.fx") addEventHandler("onClientMarkerHit", getRootElement(), function(player, matching) if player ~= getLocalPlayer() then return end if not isPedInVehicle(player) then return end vehicle = getPedOccupiedVehicle(player) if source == remap_start then startremap() elseif source == remap1_start then startremap1() elseif source == shader_stop then stopshader() end end) function startremap() if shader then dxSetShaderValue(shader, "gTexture", dxCreateTexture("remap.png")) engineApplyShaderToWorldTexture(shader, "remap") end end function startremap1() if shader then dxSetShaderValue(shader, "gTexture", dxCreateTexture("remap1.png")) engineApplyShaderToWorldTexture(shader, "remap") end end function stopshader() engineRemoveShaderFromWorldTexture(shader, "remap") end Edited June 23, 2017 by Justin|X5| Link to comment
Slim Posted June 23, 2017 Author Share Posted June 23, 2017 (edited) Mmmmm did enough research and annoyed enough scripters to finally get it working. Thanks everybody. Edited June 23, 2017 by Justin|X5| 2 Link to comment
Discord Moderators Pirulax Posted July 22, 2017 Discord Moderators Share Posted July 22, 2017 On 6/23/2017 at 23:08, Justin|X5| said: Mmmmm did enough research and annoyed enough scripters to finally get it working. Thanks everybody. Could you please write down how to solve it? Link to comment
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