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snoopsback

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  1. Try this meta.xml: <!-- Meta.xml generated with 50p MTA:SA MAXScript v0.1 (23/04/2010) --> <meta> <info author="" gamemodes="race" type="map" name="pool01" /> <script src="pool01.lua" type="[color=#BF4000]client[/color]" /> <map src="pool01.map" /> <file src="pool01.dff" /> <file src="pool01.col" /> </meta> wth is that test mode ? speak normally please. All you have to do is to open your map and start it as a resource in your console, "start pool01".
  2. Yay ! It's working... finally! thanks a lot Adiboy awesome it was a pain in the ass for me so please next time test your stuff before releasing 50p anyway I learned some coding so it's not that bad. Now I want to add my txd file so where put the code ? -- Script generated with -- 50p MTA:SA MAXScript v0.1 (23/04/2010) modelNames = { "red", "blue", "green", "yellow", } function reloadModels( ) for i, modelName in ipairs( modelNames ) do local temp = engineLoadDFF( modelName .. ".dff", 0 ); engineReplaceModel( temp, i + 4000 ); temp = engineLoadCOL( modelName .. ".col" ); engineReplaceCOL( temp, i + 4000 ); end end addEventHandler( "onClientResourceStart", getResourceRootElement(), reloadModels ); addCommandHandler( "reload", reloadModels ); thaaaaaanks !
  3. It was just an error I fixed but the problem is still there !! dammit lines added thanks for pointing this out
  4. I found an error in the console when the resource started: So I edited this: <file name="red.dff" /> Into this: <file src="red.dff" /> No more error now. meta.xml: [color=#BF40FF]<!-- Meta.xml generated with 50p MTA:SA MAXScript v0.1 (23/04/2010) --> <meta> <info author="" gamemode="race" name="qube" /> <script src="qube.lua" type="client" /> <map src="qube.map" /> <file src="red.dff" /> <file src="red.col" /> <file src="blue.dff" /> <file src="blue.col" /> <file src="green.dff" /> <file src="green.col" /> <file src="yellow.dff" /> <file src="yellow.col" /> </meta>[/color]
  5. Not working and nope I've modified anything.
  6. That's what I've done from the begining. Yeah it seems that you don't understand me.. so I made a resource with a cube cut in 4 .dff and .col with meta.xml, map and lua exported straight from your script, now what I want you to do is to try the resource on your map editor and see if the map works and if not then edit the resource so I can see what you've done. It Should be faster that way for you and for me (maybe for other ppl too). http://rapidshare.com/files/386151559/qube.zip.html btw the cube is located in south-east of los santos(near the stadium).
  7. I was just impatient to see an answer congrats for your new cg. I already did that, I created a resources edited a bit and added dff, col and txd files, the problem is, in the editor I can't see my resource appeard as a map so I tried to start the resource via the console and its says "resource started" but anything appeard so... what the f*** ? So what do you think ? I'm not skilled at all in coding it was hard to me to do that with a lot of help I finally did it. Now I prefer to switch to your 3ds script it's a lot faster for me but if I have to do some more coding work I'll turn insane Nice update, but map editor is necessary if you want to add checkpoints on custom tracks and spawnpoints.
  8. Sorry for bumping but I just want to know how can I show up the map in the editor after exporting with this script ?
  9. Kickass tool man really helpfull for 3d modellers ! so I already imported custom maps with succes before (it take ages like you said) but here s i'm stuck now and i have few questions for you: how can i see the map in the ingame editor ? do i have to create a second resource ?? if yes what I need to add? in the lua file i need to add the texture (txd) below the col code like this? temp = engineLoadtxd( modelName .. ".txd" ); engineReplacetxd( temp, i + 4000 ); all i have to say is that kind of tool is great, makes modding easier. keep it up
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