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Ren_712

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Everything posted by Ren_712

  1. Here you can find some obejcts by BENOX.EXE https://forum.multitheftauto.com/viewtop ... 08&t=41797
  2. Ah, well. You know. You could ask The_GTA to give you uncompiled code for his RES CONVENTER.But i agree. There is still a lot to be done. I believe that MTA team should make the compression of the files (models and textures) possible. Despite the bugs. It shouldn't be that hard. There is much potential in this mod. I wish i wasn't that lazy
  3. I have few questions. Do you use any shader effects carpaint/roadshine/bump mapping (or ENB ?) Which vehicles do you replace, do you see any more patterns in the errors you get ?
  4. TXD/DFF's are quite heavy. It would be troublesome for the clients to download models on every connection. Their coordinates are still in the .map file. The clientside script replacing the objects can be compiled. If you really want you could (i think) - delete the files after they have been applied / or on disconnect (can anyone confirm this ? I can't tell cause i haven't done that.)
  5. Are map files stored on clients hdd ? I think not... or am i still drunk ?
  6. This map looks great. I konw there is nothing new. But still .. a lot of work, and good outcome.
  7. DxDrawMaterialLine3D is it ? That looks great . Are you going to release that to the community ?
  8. You could use shaders on one condition. You can not apply shader just to a single object - you can apply to a texture. So only 1 Shamal Variant on 1 scene. https://wiki.multitheftauto.com/wiki/Shader_examples look at: UV scripted https://wiki.multitheftauto.com/wiki/Element/Shader look at: Shaders for world textures/Simple
  9. That's just a warning... nothing to be concerned. Are there any errors when you run the conventer (like file not found on numerous models, textures ) ?
  10. Ren_712

    MTASA: 1.3.1

    https://nightly.multitheftauto.com/ Download 1.4 Build. Data files and resources come separately. Requirements that are currently NOT included: * data files (required) * latest resources (do NOT use resources from older versions)
  11. https://wiki.multitheftauto.com/wiki/EngineReplaceModel
  12. Gostown is quite big. I mean it is supposed to weight over 200 MB as a resource. check the directories resources\your_resource.zip\models\ resources\your_resource.zip\textures\ You might try this: 1.login to your account (in game) 2.type debugscript 3 (if are there any errors) 3.start the resource 4.See the debug output for errors. 5.??? 6.PROFIT i can't come up with any other tips at the moment.
  13. Well. I didn't see any errors.Tho i have a really cr**y computer... Unpacked the zip file you sent me. Repacked it again so the meta file would not be in subdirectory. Started the resource. Teleported to posX="508.2" posY="-2578.2" posZ="518.4". (It's high in the sky, so You gotta teleport twice) It works fine. Do you see anything ? Like the model names - blablabla01 (1,false) ? Check the gta3.map for the coordinates of where you should teleport. (F1/ Map in freeroam) Download Marks resource to compare with yours.
  14. Mark01 - did you remember to: Start up ColEditorII and list the directory contents of your "res" folder by type Mark all .col files and drag&drop them into the tool Select all collision entries, right click on them and extract them as Single Collision Files into your converter "resources" folder Without extracting collision files you won't see anything (because S2R conventer will not load any files (except LOD maybe)). I'd suggest starting with a small portion of the VC map - like airport maybe (airport.ide and airport.ipl).
  15. you might take a look at this: viewtopic.php?f=140&t=38462
  16. Looks interesting. Unfortunately http://bpb-team.ru/ is down. So i can't say much. For now.
  17. Ren_712

    MTA United

    Tunner ... you should look at this viewtopic.php?f=140&t=38462 GTA:SA Scene2Res Converter by The_GTA I've played with that resource a little ... converted some stuff... would require lots (maybe not) work to make what you are aiming at. But possible. With new MTA 1.3.1 functions it would be like a dream.
  18. How does samp take care of addnig new objects ? I'm affraid to ask.
  19. The good idea would be to not only enable or disable, but change some varialbes (4 example blur intensivity, saturation, etc).Import/export settings from file (like enb ?). There are lots of possibilities
  20. Shader Reflective bump mapping. video: https://www.youtube.com/watch?v=8QG-qHlsqCE link: https://community.multitheftauto.com/index.php?p=resources&s=details&id=4670 An early version, and probably the last. Modified NVIDIA BumpReflect shader. Uses a cubemap as a reflection texture. It's not much. Maybe you'll do something useful with that resource.
  21. Ren_712

    Car Rust and dirt

    Download example: UV scripted. You'll have to delete some animation stuff. But do it yourself. Instead of "billboard" or smf. replace "vehiclegrunge256".
  22. Ren_712

    hi im new to MTA

    Welcome aboard.
  23. The way it's done in (samp) : it's a plate model (with a a changed texture [setObjectMaterialText]) attached to the car. It looks fine until you open the door. I think SetObjectMaterial is preety cool guy eh changes the texture of an object with the texture from another model in the game and doesn't afraid of anything.
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