HarryDE

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Everything posted by HarryDE

  1. Nice job, I really like it 😀
  2. I'd appreciate if you could tell me your technique to get these offsets because there are lot of objects that I want to use and it would be a hard work to compile all the offsets. So I would do this hard work instead of you Thanks in advance!
  3. I have checked this function in the map_editor and these object are buggy in the map editor too. Is there any possibility to check the "offsets" of these elements? Because then I could just set another offset for this objects.
  4. Hello. So I'd want to create an object on the cursor position. I have calculated everything, it works fine but there are some objects that do not fit to the calculation. I think the problem can be that the bounding box of this objects are also buggy and I don't know what should I change in my calculation. Calculation: local sx, sy = guiGetScreenSize() local relX, relY = getCursorPosition() cursorX, cursorY = relX * sx, relY * sy local camX, camY, camZ = getCameraMatrix() local cursorWorldPosX, cursorWorldPosY, cursorWorldPosZ = getWorldFromScreenPosition(cursorX, cursorY, 1000) local hit, hitX, hitY, hitZ, hitElement, normalX, normalY, normalZ = processLineOfSight(camX, camY, camZ, cursorWorldPosX, cursorWorldPosY, cursorWorldPosZ, true, true, true, true, true, true, false, true) Picture about it: (The red lines show the bounding box of the object)
  5. Hello. So I'd want to create an object on the cursor position. I have calculated everything, it works fine but there are some objects that do not fit to the calculation. I think the problem can be that the bounding box of this objects are also buggy and I don't know what should I change in my calculation. Calculation: local sx, sy = guiGetScreenSize() local relX, relY = getCursorPosition() cursorX, cursorY = relX * sx, relY * sy local camX, camY, camZ = getCameraMatrix() local cursorWorldPosX, cursorWorldPosY, cursorWorldPosZ = getWorldFromScreenPosition(cursorX, cursorY, 1000) local hit, hitX, hitY, hitZ, hitElement, normalX, normalY, normalZ = processLineOfSight(camX, camY, camZ, cursorWorldPosX, cursorWorldPosY, cursorWorldPosZ, true, true, true, true, true, true, false, true) Picture about it: (The red lines show the bounding box of the object)
  6. Any Ideas ? Because I still can't solve it 😔
  7. You can do that in 3ds Max. 🙄
  8. I explained him the problem better but actually he couldn't even help. But I can copy here my explanation that I have written in my PM. So I have a wall object that has 4 different textures. As this pictures shows: https://imgur.com/CSJBkSU ( Texture names: la_carp3, la_carp4, la_carp5, la_carp6 ) I checked them with shader_tex_names resource from MTA Wiki. But I'd have to get the name of the texture that I click on. For example, I click on the right side of the wall object then the function gives as result: la_carp3.
  9. Yes, I know this script. But this is not the thing that I need. So I would have to get the texture name that the player clicks on because the wall object has 4 separeted textures on itself.
  10. So there is the situation: There is a wall object that has 4 different textures applied on different side of the object and I would have to get which side of the wall the player is hovering with the cursor. Is there any solution for it?