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Posts
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Everything posted by Blaawee
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What are you using to draw the text?
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You're mixing client and server functions together.
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Check this thread
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Is that all the code? try to re-check the table and guiSetVisible things.
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seems like you not visiting the wiki. guiGridListAddRow got only one arg which is the gui element. and one more thing! ATTENTION: Without guiGridListSetItemText there is no row added to the grid. Look at the example, first you give the row a name with row = guiGridListAddRow ( playerList ), and then you use guiGridListSetItemText.
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i found that images on the internet,hard to believe you made it. i will remove it if you can prove you made it. Actually, It's belongs to Empire Of Riders "ER" which Gallardo9944 own that server. i've been playing in that server.
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I guess you can. By creating a target for render with dxCreateRenderTarget fit the gui then use dxSetShaderTransform. after that draw you shader.
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Are you kidding with me?? hasObjectPermissionTo is a client?? Which one is worked??
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Client: local gAdminTable = { }; addEvent( "getAdminTabel", true ); addEventHandler ( "getAdminTabel", root, function( table ) if table and type( table ) == 'table' then gAdminTable = table; else error( 'No table.'); end end ); addEventHandler ( "onClientRender", root, function( ) local index = 0 for admins in pairs( gAdminTable ) do if admins and getElementType( admins ) == 'player' then local color = tocolor( getPlayerNametagColor ( admins ) ); dxDrawAdminsLabel ( admins, index, color ); index = index + 1; end end end ); function dxDrawAdminsLabel ( player, index, color ) local sx, sy = guiGetScreenSize ( ) local px, py = sx - 200, sy * 0.4 + 20 * sy / sy * index dxDrawText ( getPlayerName ( player ):gsub('#%x%x%x%x%x%x', ''), px + 1, py + 1, px, py, tocolor ( 10, 10, 10, 255 ), sy / sy, 'default-bold', 'left', 'top', false, false, true, true, false ) dxDrawText ( getPlayerName ( player ), px, py, px, py, color, sy / sy, 'default-bold', 'left', 'top', false, false, true, true, false ) end Server: local adminTable = { }; function isPlayerAdmin ( player ) if player and isElement( player ) and getElementType( player ) == 'player' then for _, aclGroup in ipairs ( { 'Admin', 'Moderator', 'SuperModerator' } ) do if isObjectInACLGroup ( "user." ..getAccountName( getPlayerAccount( player ) ) , aclGetGroup ( aclGroup ) ) then return true else return false end end end end function updateOnlineAdmin ( ) triggerClientEvent( 'getAdminTabel', root, adminTable ); end addEventHandler( 'onPlayerLogin', root, function( ) if isPlayerAdmin( source ) then if adminTable[ source ] then adminTable[ source ] = nil; end adminTable[ source ] = true; updateOnlineAdmin( ); end end ); addEventHandler ( 'onPlayerLogout', root, function( ) if adminTable[ source ] then adminTable[ source ] = nil; end updateOnlineAdmin( ); end ); addEventHandler ( "onPlayerQuit", root, function( ) if adminTable[ source ] then adminTable[ source ] = nil; end updateOnlineAdmin( ); end );
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I didn't get what's your problem is!
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I guess you missed adding a new row guiGridListAddRow
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Test Test Test Try this: Remember To Use my .FX file. function dxDrawText3D( text, left, top, right, bottom, color, scale, font, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ, alignX, alignY, clip, wordBreak, postGUI, colorCoded ) if not text or not left or not top then return; end local right = right or 0; local bottom = bottom or 0; local color = color or tocolor( 255, 255, 255, 255 ); local scale = scale or 1; local font = font or "default"; local rotX = rotX or 0; local rotY = rotY or 0; local rotZ = rotZ or 0; local rotOfX = rotOfX or 0; local rotOfY = rotOfY or 0; local rotOfZ = rotOfZ or 0; local alignX = alignX or "left"; local alignY = alignY or "top"; local clip = clip or false; local wordBreak = wordBreak or false; local postGUI = postGUI or false; local colorCoded = colorCoded or true; local textWidth = dxGetTextWidth( text, scale, font ); local fontHeight = dxGetFontHeight( scale, font ); local drawSurface = dxCreateRenderTarget( textWidth, fontHeight, true ); if not drawSurface then return; end if not texShader then return; end dxSetShaderValue( texShader, 'threeDimTex', drawSurface ) dxSetRenderTarget( drawSurface ) dxDrawText( text, 0, 0, textWidth, fontHeight, color, scale, font, alignX, alignY, clip, wordBreak, postGUI, colorCoded, true ) dxSetRenderTarget( ) dxSetShaderTransform( texShader, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ ); dxDrawImage( left, top, textWidth, fontHeight, texShader, 0, 0, 0, tocolor( 255, 255, 255, 255 ), postGUI ); destroyElement( drawSurface ); end
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Sorry buddy.. I was kinda busy. About the resource.. i did tried it and it's working normal nothing stopped or anything! i think it's about your calculation? Maybe you did it wrong! Try this instead : local texShader = dxCreateShader('shared.fx'); local imagee = "image.png"; function dxDrawImage3D( posX, posY, width, height, image, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ, color, postGUI ) if not posX or not posY or not width or not height or not image then return; end local rotX = rotX or 0; local rotY = rotY or 0; local rotZ = rotZ or 0; local rotOfX = rotOfX or 0; local rotOfY = rotOfY or 0; local rotOfZ = rotOfZ or 0; local color = color or tocolor( 255, 255, 255, 255 ); local postGUI = postGUI or false; local drawSurface = dxCreateRenderTarget( width, height, true ); -- Need to set the third arg to true to be created with an alpha channel. if not drawSurface then return; end if not texShader then return; end dxSetShaderValue( texShader, 'threeDimTex', drawSurface ); dxSetRenderTarget( drawSurface, true ); dxDrawImage( 0, 0, width, height, image, 0, 0, 0, color ); dxSetRenderTarget( ); dxSetShaderTransform( texShader, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ ); dxDrawImage( posX, posY, width, height, texShader, 0, 0, 0, tocolor(255, 255, 255, 255), postGUI ); -- Draw the shader. destroyElement( drawSurface ) end function testing1() dxDrawImage3D( 250, 250, 500, 500, imagee, math.abs( getTickCount( )/20 ), 10, 30 )--,10,10,25,15,20,30,tocolor(255,255,255,255),true); end; addEventHandler("onClientRender",root,testing1);
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That's weird! Do you mind to upload the whole thing to test it?
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From reading the codes it's looks good and no error unless! That's the whole code. Cuz it's missing sWidth, sHeight variables.
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Example i did create a new function for you. Remember to use this .FX File. 3DPass.fx: // // texPass.fx // Author: Blaawee // texture threeDimTex; technique tech { pass P0 { Texture[0] = threeDimTex; } } -- dxDrawImage3D( float posX, float posY, float width, float height, mixed image, float rotX, float rotY, float rotZ, float rotOfX, float rotOfY, float rotOfZ, int color, bool postGUI ) local texShader = dxCreateShader('3DPass.fx'); function dxDrawImage3D( posX, posY, width, height, image, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ, color, postGUI ) if not posX or not posY or not width or not height or not image then return; end local rotX = rotX or 0; local rotY = rotY or 0; local rotZ = rotZ or 0; local rotOfX = rotOfX or 0; local rotOfY = rotOfY or 0; local rotOfZ = rotOfZ or 0; local color = color or tocolor( 255, 255, 255, 255 ); local postGUI = postGUI or false; local drawSurface = dxCreateRenderTarget( width, height, true ); -- Need to set the third arg to true to be created with an alpha channel. if not drawSurface then return; end if not texShader then return; end dxSetShaderValue( texShader, 'threeDimTex', drawSurface ); dxSetShaderTransform( texShader, rotX, rotY, rotZ, rotOfX, rotOfY, rotOfZ ); dxSetRenderTarget( drawSurface ); dxDrawImage( 0, 0, width, height, image, 0, 0, 0, color ); dxSetRenderTarget( ); dxDrawImage( posX, posY, width, height, texShader, 0, 0, 0, tocolor(255, 255, 255, 255), postGUI ); -- Draw the shader end
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DxDrawImage3D DxDrawRectangle3D That's for GTA world. I think he need to use shaders to achieve he's need.
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Hmmm.. Why don't you get the text and set the text with the old one plus the new one?? local oldText = guiGetText( gui-edit ); local newText = guiSetText( gui-edit, oldText .. "1" );