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JustinMTA

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Everything posted by JustinMTA

  1. Just learn to do it in a modeling program like zModeler
  2. You can do it by not asking the same question over and over in different ways
  3. Search function bro Good luck y'all https://wiki.multitheftauto.com/wiki/GetPedBonePosition
  4. This should work. --Add to client side in meta file addEventHandler("onClientVehicleEnter", getRootElement(), function() theVeh = getPedOccupiedVehicle(thePlayer) --Your following code end )
  5. You've asked this question before just throwing that out there not trying to be an ass xDDD You need to find a modeler to help you/teach you, or Youtube can be your best friend like how I mostly learned. Man sharpens man. You'll need to use zModeler or 3DS Max or Blender to either separate the textures into multiple pieces, (shirts, shoes, skin, etc) Or you can search through the 100+ thousand GTA SA custom ped models on the internet, and try to find peds with the textures already separated (which I've seen many like this). If you have questions add me on Skype and ask me (I won't do anything for you but I can teach you) Good luck bro.
  6. In SAMP people would refer to this as "desync", not sure if that's your problem though because MTA's really good about sync. To fix this in SAMP, players are teleported to an interior building and teleported back and it fixes the issue. Not sure if this will work in MTA though.
  7. Or maybe you don't have an imagination xD
  8. getElementRotation setElementRotation
  9. Lol well the most efficient way I know to do this in MTA is creating a .COL for every .DFF that requires flooring or any other collision. It all depends on how good you are at finessing the rigging ;D @CodyJ(L) might have a solution for you.
  10. You can find default .COL files on the net for all GTA vehicles, if I were you, I'd try loading the .COL to a trashcan object or something, then attach the trashcan to the car using attachElement, then make the trashcan invisible using .TXD or shaders, not sure if .COL created for vehicles will load to regular objects though.. If it crashes MTA you must create your own .COL file using 3DS Max or there's other programs that can create .COL as well, but harder to use in my opinion. The code above will probably work also
  11. Using 3DS max to extract landscape from a Halo Custom Edition map and utilizing engineSetModelLODDistance in MTA would be more efficient for a beginner in my opinion.. 3DS Max can also export .COL files and .DFF files, I personally like zModeler 2 for what I use it for, but 3DS Max and Blender have a lot more options while harder to use than zModeler is. Lots of videos on Youtube for "GTA Sanandreas 3DS Max tutorials" or "GTA Sanandreas collision export tutorial" You'll have a lot more flexibility with your mods learning this in my opinion.
  12. Use the .DFF, if you can rig it.. https://dev.prineside.com/en/gtasa_samp_model_id/tag/404-sa-mp-particle-effects/ https://community.multitheftauto.com/index.php?p=resources&s=details&id=1292
  13. https://forum.multitheftauto.com/topic/88661-abcompiler-21-dfftxd-compiler-updated-1-sept-2k16/
  14. Ohhhhhhh Place the script/resource you wish to start in C:\Program Files (x86)\MTA San Andreas X5 1.5.4\server\mods\deathmatch\resources Next, go into your map editor, let's imagine your resource is named Garage type /start Garage And If you make changes to the script, you don't have to restart your game for it to take effect either, simply do the following commands. /refresh /stop Garage /start Garage
  15. I made a reply here just now that shows a broad example of how to do it, you just need to know how basic MTA resources operate, meta, code placement, brackets, etc. Good luck xDD
  16. I don't see the point of using a table for this, replacing objects is client sided anyhow and loads depending on how good the players PC is. Also OnClientRender is dynamic, meaning it's gonna keep loading your objects 24/7 (every time your screen renders a new frame). Probably should use OnClientResourceStart instead. Try learning to use the MTA Wiki as well. Unfortunately your code is so confusing that I just gave you an example of what you're looking for Cx function replaceModels() txd1 = engineLoadTXD("garage1.txd", 1455) txd2 = engineLoadTXD("garage1.txd", 1484) engineImportTXD(txd1, 1455) engineImportTXD(txd2, 1484) dff1 = engineLoadDFF("garage1.dff", 1455) engineReplaceModel(dff1, 1455) col1 = engineLoadCOL("garage1.col", 1484) engineReplaceCOL(col1, 1484) end addEventHandler("onClientResourceStart", resourceRoot, replaceModels) onClientRender Clientside event "This event is triggered every time GTA renders a new frame. It is required for the DirectX drawing functions, and also useful for other clientside operations that have to be applied repeatedly with very short time differences between them." OnClientRender OnClientResourceStart MTA Wiki
  17. The ball isn't an object, it's a vehicle with a spherical shape and custom .col file.
  18. It requires basic 3D modeling and shader skills.
  19. It requires basic 3D modeling and shader skills.
  20. The window/lights need to be placed below the rest of the car in the hierarchy treeview of a modeling program maybe. Add me to Skype.
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