Captain Cody

Scripting Moderators
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Everything posted by Captain Cody

  1. Higher the poly count = the better the lighting. Even if it's low poly you can still produce decent lighting that is much better then the current flat lighting. Trust me, I've been working on maps for years.
  2. May I recommend adding prelighting. Gives the models a much more polished look.
  3. Not only have you posted in the wrong section, but you have violated the rules of said section. Please give an attempt https://wiki.multitheftauto.com/wiki/Main_Page then you can ask for help.
  4. There will not be an MTA created for GTAV as the man power needed does not exist, however there are many modifications for V similar to the idea behind MTA.
  5. I'll update it as soon as I get a new rig
  6. If you do something truly unique then yes. My project for example has hundreds of people waiting for it if I ever finish it. Alot of things that people think are unique really are not and are mostly the same bull :~ that you come to expect everywhere.
  7. nightly.mtasa.com/files/shaders/shader_hud_mask.zip
  8. Alright first of all, next time you post please put the Lua stuff in the Lua boxes or whatever the hell they are called in the editor it can be found by clicking on the <>. Secondly please explain the issue more then just 'I don't know what's missing'.
  9. text1 = dxDrawText ( "Click to copy", 700, 828, 150,"Click to copy" ) function setClipboardF (texts) setClipboard(texts) end addEventHandler("onClientGUIClick", tex1, setClipboardF, false)
  10. Sorry for a bit of a late response, haven't been reading forums much lately. https://wiki.multitheftauto.com/wiki/OnClientVehicleDamage https://wiki.multitheftauto.com/wiki/GetVehiclePanelState https://wiki.multitheftauto.com/wiki/SetVehiclePanelState When you active the function loop through the panels and save their states. On vehicle damage loop through and restore their states to what has been saved. damageTable = {} function setVehiclePanelsDamageProof(player) local veh = getPedOccupiedVehicle(player) if isElement(veh) then if damageTable[veh] then damageTable[veh] = nil else damageTable[veh] = {} for i = 0,6 do local state = getVehiclePanelState(veh,i) damageTable[veh][i] = state end end end end addCommandHandler ( "damageProof", setVehiclePanelsDamageProof ) -- # Change this to whatever you want function onVehicleDamage() if isElement(source) and damageTable[source] then for i = 0,6 do setVehiclePanelState(source,i,damageTable[source][i]) end end end addEventHandler("onVehicleDamage", root, onVehicleDamage) Basic script, should work (Untested) . You'll have to modify it to your needs though. When you use the command "damageProof" it loops through the vehicles panels and saves their states (Or if table exists nils it) which enables or disables it. If a table exists (It's enabled) onVehicleDamage it loops through and resets the vehicles panel states. If disabled then it'll ignore it.
  11. Firstly, MTA does not have it's own streamer; there is physically no difference between how SA handles elements and how MTA handles elements. However, separate LOD models are broken in MTA, luckly they are not really required as a typical SA object is lower poly then a far - lod element from modern games thus performance in't really hit much on decent computers (Even sub decent) unless you're going for custom maps. For important objects (AND ONLY IMPORTANT OBJECTS) create the object again with a lod boolen set to true. After that use https://wiki.multitheftauto.com/wiki/SetLowLODElement to assign it. And set the LOD distance to between 170 and 300 depending on how big the object is. https://wiki.multitheftauto.com/wiki/EngineSetModelLODDistance Typically I'd recommend people use my streamer, but apparently it's the worlds most difficult thing to figure out (Other then my girl friend) and the above does the job just as well for smaller maps. For bigger maps though https://github.com/CodyJL/JStreamer The github readme explains it.
  12. This is because MTA does not support the second Alpha flag (Which it needs to)
  13. Conflicting vehicle variants.
  14. Looking back at this my grammar there sucks, and no. What I was thinking at the time (Which is completely different from what I wrote) was setting players to the dimension of the current player client side, this however would cause de-syncs. So either way it's wrong.
  15. What you could do (While not really feasible) is having a 'Bot' that captures the character images in games and sends the images to the website.
  16. Same concept could be applied to vehicles for realistic vehicle deformation. (See AfterAlls vehicle deformation)
  17. Typically it's either that the model does not have a proper LOD, or collisions are wrong. Try assigning a lod (Create a duplicate of the model with LOD set to true and assign it)
  18. Store it as lua, make it check the servers IP or name to verify the server and encrypt it using MTAs encrypter.
  19. I'd recommend you just create a collision shape and when you enter it lower water level, when you raise reset water level.
  20. I have received numerous reports of JStreamer failing to load on Linux based servers and I'd like to do some testing so I can fix the issue, however I need some people with linux servers to help conduct tests. All you'd need to do is upload new versions of JStreamer as I read the debug errors and update it and test to see if the map(s) load.
  21. @Ghost156 You need to set the map saving mode in settings @ShayF Doesn't hurt FPS at all, even in it's Alpha state. Further builds will be even more optimized. In-fact even now, it runs far better then the default MTA editor. @delta1337 I have plans for an 'object brush' that'll do just this. By the way, currently my computer is dead (Long story and not my fault) so will be a while.
  22. I am currently working on a system to allow this by cross checking IDs within certain zones.
  23. Could you try starting the map on the 64 bit version and monitor the memory usage as it starts? Due to the methods used it may overload the memory for a brief amount of time.
  24. Please post the section of the script that you have edited.