Jump to content

JustinMTA

Members
  • Posts

    107
  • Joined

  • Last visited

Everything posted by JustinMTA

  1. Add me on Skype, I can show you why the door interior's paint-able if you like
  2. 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.
  3. 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: [email protected]
  4. 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.
  5. 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.
  6. -____- I know they're transparent, look at the car, if you can't help fine. I'm asking if SOMEONE knows how to modify the .fx to brighten the image.. Thanks
  7. I built this infernus, I've got TXD workshop. The actual image in the TXD file is bright as possible. I'm just asking if anyone knows how to disable the shadows on the material basically.. Or how to brighten the actual tail lights in some sort of efficient way. Here's an example screenshot, look at the car and how bright it is..
  8. I'm trying to brighten the tail lights on the custom infernus I made using a shaders, I know it's possible in modeling programs but I haven't figured that out yet. Here's the .fx file I'm using: texture gTexture; technique vPaintjob { pass P0 { Texture[0] = gTexture; } } Thanks
  9. They can be replaced, and all you gotta do is remove the default maps object ID's using script. It's more beneficial than not.
  10. There's a lot of wires you can replace https://dev.prineside.com/en/gtasa_samp_model_id/search/?q=wire
  11. So you want a completely working resource and aren't willing to work on them at all? I dunno, on the MTA resources you could maybe find something or post a separate topic requesting help to modify the script idk broski. If you want the same texture to work on ALL vehicles diversely without modifying the UV maps, that script I just sent you's the only way unless you wanna modify the .DFF file of every vehicle. UV map is the positioning of a texture set by the 3D modeling program. All default vehicles UV maps must be modified to work diversely with the same texture. BUT If you're trying to built specific paint jobs for each vehicles pre made UV map, that's fine too, but won't work diversely, only with specific vehicles. If you wanna avoid UV mapping or photoshopping textures according to the premade UV maps, find someone to help you work with the projected_paint script. Bro that script's insanely modifiable.
  12. If you wanna make ALL default cars look really nice without modifying the UV map/DFF, use Ren712's script. https://community.multitheftauto.com/index.php?p=resources&s=details&id=12840
  13. If you're trying to use a modded vehicle you'll need to open the TXD file and locate the name of the texture on the body of the car. Default cars use vehiclegrunge256 I think.
  14. You could kitty script something similar from MTA resources and learn easily from it. Good luck ;D
  15. I can't do it for you, but I can help you learn. Add me on Skype.
  16. I'm not entirely sure what you're asking for, but if I'm not wrong you're asking for multiple players to be able to use different AK47 skins at the same time. If that's what you want, shaders is what you wanna use. I'm quite experienced with DFF and TXD files if you need help you can add me on Skype I can help broski.
  17. You should manually replace the .collision files or try removing the objects with script. https://wiki.multitheftauto.com/wiki/RemoveWorldModel To locate XYZ of default map objects you gotta use this SAMP editor though, until @CodyJ(L) releases his custom map editor. https://www.moddb.com/downloads/san-andreas-multiplayer-map-editor
  18. Use zModeler2, 3DS Max, or Blender to edit UV maps and import/export DFF models.
  19. I'm requesting an easier way to retrieve XYZ location of default GTA map objects, just like in F3 with any object, but with default GTA map. In the current editor you can copy world objects, but the location doesn't remain the same. The current editor just makes a copy of the world object + moves the location when It should remain in the default XYZ. Would be nice to be able to retrieve XYZ location of default GTA map objects without using SAMP editor or scripts to find them. Because in MTA you need the XYZ of the object on the GTA map to remove it efficiently and accurately with script. I see the copy or paste coordinates right click menu this is probably what I'm asking for unless it can't select default GTA map objects x D Here's a screenshot of how I currently retrieve the XYZ of default GTA objects for my friend.. http://prntscr.com/luv31o
  20. You can edit the building .DFF in zModeler2 Add me on Skype if you need help
  21. I see now why you have +59 reputation, lots of haha's
  22. *Sighs* Okay, ask yourself what shaders actually are bro, (you're applying a texture to an object ped or vehicle) What are objects peds or vehicles created in? modeling programs. And what you're wanting here (to be done right) will always use UV mapping because the shape of peds require a lot of bending of the texture. Long story short I took a few minutes to try and find the default CJ.dff and couldn't, but I found an HD version, the HD version I found has the face, torso, and pants separated, I'm not sure if the default unmodified CJ has the them also separated, but in my honest opinion, you're probably not using the right texture names.. And it also looks like you've got a lot of unnecessary code going on also.. With some quick semi enthusiastic research you could find the answer easy bro There's countless CJ modifications on the internet you could combine all into 1 mod because they'll probably use the same UV map. You could even find a ped with skin, shirt, shoes, accessories all as separate textures... There's many out there.. There's countless shader examples you can find too. (Listen man go on Youtube and the MTA forum, use the search function/kitty script from the MTA resources and learn some things) https://community.multitheftauto.com/index.php?p=resources
×
×
  • Create New...