Ren_712

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  1. Ren_712

    Shader problem.

    look into shader examples on wiki, mainly shader_bloom to see how to set texture for dxDrawImage.
  2. You can render the object to render target and the modify output as you want. Example in the link: https://bugs.mtasa.com/view.php?id=8769
  3. I noticed that you can get some information in vs from BLENDINDICES0 and BLENDWEIGHT0 semantics. This along with NORMAL can provide you with enough information to morph facial features , body etc . Works with any ped, however requires a lot of model related tweaking. So what method did You use to morph the ped ?
  4. @Juuve https://community.multitheftauto.com/index.php?p=resources&s=details&id=11836
  5. the nonMRT effect transforms view and projection matrix to render the resized object/vehicle/ped close to the near clipping plane. So the vehicle is drawn on the screen when "GTA draws world'. the MRT effect draws the vehicle to a renderTarget that can be drawn dxDrawImage (onClientRender). Example: https://nightly.mtasa.com/files/shaders/shader_multi_rt_test.zip
  6. @Juuve It's not really a vehicle problem, that's how the alpha channel is handled in this effect. I'd have to rewrite it ... If you don't want draw the vehicle post gui use this: https://www.solidfiles.com/v/mdy5QRqrMraZ2 or use non mrt variant instead
  7. You will find more explanation on element 4x4 matrix here: https://wiki.multitheftauto.com/wiki/GetElementMatrix First 3 rows require: right, up, forward vectors. Fourth will be position. You can provide right and forward, and up will be cross product of the two. You can also create matrix provided 3 points in 3d space. And that is essentially what bone_attach does. The code is fairly easy to understand: hint: getMatrixFromPoints function in bone_pos_rot.lua
  8. Do as Justin|X5| says. You can't apply shader to jetpack flames as you apply shader to ped entity.
  9. set render state ZEnable = true; to enable depth testing (you'll find it in line 71 in effect file) ped_wall_mrt.fx (allso in the fallback effect ped_wall.fx)
  10. you can use material3D_flipbook or material3D_blinds classes https://community.mtasa.com/index.php?p=resources&s=details&id=13314 so you don't need to apply shader to world texture but line mateiral.
  11. possible, but pointless imho.
  12. you can't scale gtasa radar, but i think you can find a scalable custom radar on community.
  13. This is an example of radar disc image in hud.txd: like I said - your radar/sniper scope etc. just a first quarter of the image. Otherwise you'll see 4 discs instead of 1.