JustinMTA

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About JustinMTA

  • Rank
    Snitch
  • Birthday 11/11/1996

Details

  • Gang
    Limitless Gaming
  • Location
    Thug Palace
  • Occupation
    Confidential.
  • Interests
    Code, 3D modeling, organisms, entheogens, sociology, philosophy, biology, physics, chemistry, religion, art, science, health

Recent Profile Visitors

694 profile views
  1. JustinMTA

    Removing a dynamic object from map editor

    Exactly ^ https://prnt.sc/luv31o But you can keep up to date with @CodyJ(L)'s map editor He's taken the initiative to solve this exact problem. It's always been interesting to me that MTA makes people retrieve the default objects XYZ using this SAMP editor haha, I suppose there's just been much more important stuff for the MTA devs to solve. Anyways, Cody's doing the work of an alien robot by making a map editor we've all dreamed about
  2. JustinMTA

    [HELP] Yankee images disappear

    Is the truck using a shader or is that the default paintjob for this truck?
  3. JustinMTA

    Wheels Angle

    You mean you want the steering wheel to turn? Please specify more sir🍹
  4. JustinMTA

    DFF-Model is invisible (glitch?)

    Agreed, I was gonna say the problem's probably in your .COL file. Or try importing the .DFF to a different model number, especially if the .COL file's not being replaced also.
  5. JustinMTA

    Applying colors to masked textures

    You could set render target as the objects texture that you're trying to color, and render the color on with ease. https://wiki.multitheftauto.com/wiki/DxCreateRenderTarget https://wiki.multitheftauto.com/wiki/DxSetRenderTarget
  6. JustinMTA

    An object help

    I do free lessons for that kinda stuff over screen share in my free time, add me on Skype and I can show you anything you need to know, as long as you're actually willing to learn If not, I can also give you grade A videos explaining the things you need exactly. My Skype's below in my signature \/ If you use Discord instead just PM me about it.
  7. JustinMTA

    Turn signal (texture)

    This can be done using a simple shader, you could render the color on or use an image etc, also, you could detect the players going left/right using: https://wiki.multitheftauto.com/wiki/GetBoundControl This light's either done with script, or encoded into the vehicles DFF, either can be done.
  8. For vehicles in MTA, the functions below exist, and some more: https://wiki.multitheftauto.com/wiki/Vehicle_component_manipulation https://wiki.multitheftauto.com/wiki/Vehicle_Components https://wiki.multitheftauto.com/wiki/SetVehicleComponentVisible For peds, I'm not sure man. It'd involve mostly shaders like @IIYAMA said above, and a serious wide range skill set, as the same with vehicles.
  9. JustinMTA

    VehicleLights UP/DOWN function

    For example, name headlamps in zModeler "Headlamps" Then reference them using https://wiki.multitheftauto.com/wiki/Vehicle_component_manipulation
  10. JustinMTA

    [HELP] 3ds Max - White texture on car

    Add me on Skype, I can show you why the door interior's paint-able if you like
  11. JustinMTA

    [HELP] UV maps not working correctly

    If you add me on Skype I can fix it for you. Some sort of texture issue, maybe in the model itself or maybe something else not sure yet.
  12. JustinMTA

    [HELP]Make lighted object

    If you can speak/understand English, I'll help you maybe, in a modeling program I can brighten object/vehicle materials and give you the mod in a custom .DFF file. Skype: JustinNunya@outlook.com
  13. JustinMTA

    Lock DFF Error

    For the record, the only efficient way to lock DFF's are by using TeaEncoder, or ABcompiler built by my bud @ALw7sH (Which I use because it's amazing) Most DFF's can be unlocked using RW Analyze.
  14. JustinMTA

    Brighten shader

    I managed to do in zModeler after some extensive research. Here's a sneak preview of a small portion of my infernus project for the X5 server I'm playing around with it still, but a person can imagine the possibilities.. Will have the ability to change colors, add/remove light orbs, adjust light orbs position. Light orbs will appear and tail lights will brighten as a player's using the breaks. Maybe the first time it's been done? idk But I had to rebuild the tail lights completely to do this, and managed to make them much more efficient at the same time considering the UV mapping is for specifically tail lights now instead of including a bunch of useless crap in the tail light texture.