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Ren_712

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  1. i use dxDrawImage due to the rendering order (world textures are drawn before screen source is updated). That's why applying it to world texture will always result in 1 frame lag. It's not that noticeable on vehicles but on bigger surfaces it is. I don't need to apply changed matrices to vertex shader, everything that's needed can be passed to pixel shader directly (look into water_refract from community) or recreated from scene depth. As for the method mentioned in the article - it produces nice results:
  2. look into shader examples on wiki, mainly shader_bloom to see how to set texture for dxDrawImage.
  3. 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
  4. 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 ?
  5. @Juuve https://community.multitheftauto.com/index.php?p=resources&s=details&id=11836
  6. 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
  7. @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
  8. 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
  9. Do as Justin|X5| says. You can't apply shader to jetpack flames as you apply shader to ped entity.
  10. 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)
  11. 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.
  12. possible, but pointless imho.
  13. you can't scale gtasa radar, but i think you can find a scalable custom radar on community.
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