Search the Community

Showing results for tags 'mapping'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Multi Theft Auto: San Andreas 1.x
    • Support for MTA:SA 1.x
    • User Guides
    • Open Source Contributors
    • Suggestions
    • Ban appeals
  • General MTA
    • News
    • Media
    • Site/Forum/Discord/Mantis/Wiki related
    • MTA Chat
    • Other languages
  • MTA Community
    • Scripting
    • Maps
    • Resources
    • Other Creations & GTA modding
    • Competitive gameplay
    • Servers
  • Other
  • Archive
  • Private Bugtracker

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Gang


Location


Occupation


Interests

Found 22 results

  1. Draw distance v1.0.2 This resource improves the draw distance of all your resources that make use of map files. It makes your maps 10x more beautiful in my opinion! Greatly improves the draw distance of map objects Maxed out the draw-distance for peds and vehicles. (See MTA settings > video: Render vehicles always in high detail + Render peds always in high detail ) Multi-resources support (this effect is applied on every mapRoot element) Parallel loading method is used, but the loading speed is in that case reduced to improve performance. The effect is not only applied on resources that are starting, but also resources that are already running. Download here This resource is uncompiled! Repository: https://gitlab.com/IIYAMA12/draw-distance Video - Created by @Anx1ty Comparison Starting at 200 units distance 400 units distance (this is the distance where a lot of objects will be unloaded, but in this case switched with lowLOD objects) And even on 600 units distance, it is technically visible -> (while the fog is slowly eating it up... ) Download here Can all hardware run this? --> I have no idea... most likely ūüė∑. Just give it a try.
  2. I'm excited to show you my latest tool. This time it is something different than my previous tools. It is a bigger project which came to my mind over 2 years ago. I failed at first time because I had trouble with rotations (built in mta function doesn't work well so I had to use quaternions which caused problems as well). Moreover one of devs was working on new editor and he was going to add multi selection option but he cancelled the project. After 2 years I decided to finally write it and also add few additional features. Many hours spent on the tool, thousands lines of code but here is it. I hope you like it and find it useful. Personally I think it should speed up your mapping a lot. Few features might look complicated (actually they are easy to use) so I advice watching or reading tutorial carefully. Features Let's see what this tool is capable of! Create groups of elements using various selection tools and element filters a. edit their position and rotation around all axes b. change their properties - all popular element types are supported c. clone / delete options d. large group support enables you to move / edit whole parts or even maps Duplicate 2 groups Change pivot position Add groups to library a. browser with search and sort options b. loading big groups enables you to join many maps into 1 c. import option which adds all MSTU groups from a given map Cover groups a. create your own cover variations or object compositions b. default cover settings makes covering even faster Customize tool settings on your own needs Download More info and full tutorial you will find here: https://www.thecrewgaming.com/forum/showthread.php?tid=2467&pid=12255#pid12255 Support me If you want to support me leave feedback and also you can buy me a coffee so I won't starving. Thanks a lot! Buy Coffee Feel free to ask questions below or via PM/discord. I'm also opened for script requests. I will keep updating the tool in case you find some bugs. Discord: https://discordapp.com/invite/C4TRxr8
  3. Hi guys, I leave you some maps of mine that i had in case you want to uplodad them to server , Thanks :D Link 6 Maps https://www.mediafire.com/file/fgmthn6hpgazoxz/[DM]Seeba_Maps.zip/file #Seeba<~
  4. I'm releasing some circuit maps made by me for the RACE Game Mode FOR FREE! This pack contains 14 highly detailed, fully decorated, ready to play maps that covers a wide variety of themes. Each race course is composed of a circuit which needs to be completed twice (you must pass through a succession of checkpoints). Should the player move outside the race tracks, the racer's acceleration will decreases noticeably. Also in some circuits the race track's sidelines have obstacles that will stop the players if they crash into them. You all can freely use them in your server, but no re-releasing or claiming as your own. Anyways I hope you like them, and enjoy playing as well. Comments are aswell welcome. VIDEO: MAP LIST: 1 - Giza Circuit: It is dry, sandy and rocky. Across the map, there are large sand dunes and pyramids in the background. The track has two caves, the first one is longer than another one, both decorated with some hieroglyphics. Drivers are on full throttle for most of the lap due to its long straights and fast corners. Additionally the sky is orange. 2 - Highland Circuit: The track takes you through a long road through the mountains with noticeable elevation changes, and a long straight with a blue sky overcasting it. The map itself has four cliffs, rocks and moderate tree clumps. The circuit is considered difficult to drive because it cross so many different types of obstacles. 3 - Arctic Circuit: The track is set in a frozen area in an urban environment at night, with many curves and changes in height, to allow for a challenge in skill to the competitors. 4 - Nippon Circuit: A circuit based on Japan, complete with Japanese-themed buildings. The track is essentially flat with numerous mid- to slow-speed corners with plenty of room for overtaking. 5 - Waterpark Circuit: It is a circuit filled with water canals, with some land parts around it and decorated with buildings and aquatic structures. In the middle of the track, the players will enter an aquarium. The circuit is generally flat, but has a gradual gradient. 6 - Casino Night Circuit: The map takes place at nighttime in a huge city decorated with buildings (especially casinos) filled with neon colored light. The circuit starts out with a simple straightaway before going into a variety of winding roads and sharp turns. The circuit is considered difficult to drive. 7 - Hotring Deluxe Circuit: The circuit is situated on flat lands surrounded by large grandstands. The course is rather long, having multiple twists and turns. The roads often has crash barriers, making the course extremely hard. While many of the corners have barriers, there are zones that players can driving off the track. 8 - Metropolis Circuit: This circuit takes place at day time, it features multiple skyscrapers in various designs, a tunnel, a bridge and barriers. 9 - Scandinavia Circuit: The circuit takes place during the sunset in an urban environment. Noticeable elevation changes and a bridge are some of this track defining features. 10 - Archipelago Circuit: The circuit is filled with bridges connected to grassy islands with a few rocks on them, industrial structures and ships. Also, forests and mountains can be seen in the background. The circuit starts out with a simple straightaway before going into a variety of winding roads and sharp turns without guard rail. 11 - Steppe Circuit: Like its name replies, it takes place in a large area of flat unforested grassland with a large bridge above the track. The road is just plain grey pavement. There are not many details to this track, unlike most other tracks. Good braking stability are crucial to win at this circuit because there are a lot of long straight lines ending with heavy braking. 12 - Firenze Circuit: It is a large night time city with bridges and a large amount of houses with red roofs. 13 - Black Forest Circuit: This race is lined with crash barriers. The track takes place in a dense forest and the course is rather long, having multiple twists and turns. 14 - Twinkle Circuit: The track takes place during the sunset. It is a grassy plain with a view of lush vegetation, trees and and some buildings. In the background, there are hills which have green plants on top. The course is considered to be quite fast and relatively easy to drive. CLICK HERE TO DOWNLOAD
  5. Hi everyone, I want to add a very large terrane mesh to my server, but when I load it into the game, it is not visible in the game (everything is created, but the object itself is invisible). I checked in all programs that are able to see dff geometry and everything is perfect there, but nothing in MTA. The vertices on the mesh are 30861, I do not break the limit of 65536. Here is a screen of a large mesh In the game I apologize for English. I am writing from Google translator.
  6. https://youtu.be/4KsEnJr-AwI
  7. [AT THE START SORRY FOR MY BAD ENGLISH] Hey, i want to make a Zombie survival server and i created my own map who stand's for safe zone. But there is one problem, if i make a one step, many objects are just invisible. Another thing, this happens only on my own serwer, at the map editor "F5" Test everything is fine but when i start my own serwer at the MTA>SERVER>MTA Server.exe my map doing that strange things... And that happens only at that tunnel, at the station exit everything works... The question is, can i fix that or just forget about my lost time at that map? Help me please...
  8. The old server called one life have reopened and it's ready for players to join and have fun OneLife - Survival DayZ [MTA] What is OneLife? OneLife is an MTA community, We want to offer our players the full fun, which is why we have a dedicated team for each of our projects. However, I'll tell you something about our DayZ server now Dayz Features: The login system: The first thing every player sees from a server is, of course, the login system. To give our players a change, we have added a completely different login system on our server which differs from the other unedited DayZ scripts. The Spawns: You spawn with us in newly added Various Spawns on the map. In the inventory, you will find some start items that may guide you through this difficult time. Money: On our server, you have the opportunity to earn money by killing zombie's and players. Trading: By earning money you also have the opportunity to exchange items and vehicles with players. This is usually done in the safe zone as this is the safest place. The Safezone: If you need peace and quiet from the whole survival, the Safezone is just right for you. There you can relax and just enjoy the peace and quiet. There are actually always players to be found, which, however, can neither shoot nor aim. In Safezone, your survival time and your existing blood do not go up or down Of course, you are safe there from the birth of hell. Custom Map: On our server, we have a lot of own mapping. In addition to the normal "reconstruction work" to a destroyed world. And much more: In addition to the listed features, there are still many more to explore! How can you see it all? Very easily! Trust in us and try your luck in the wilderness between zombies, bandits, animals and heroes! HOW DO YOU REACH US ?: You can only reach our game server with the MTA client The IP is as follows: mtasa: //192.99.197.9: 22013 You can reach our Discord at: discord.gg/EqGhKpD In the end, I thank you for your attention. I hope I see some of you in the game soon.
  9. Heya, Just want to show you guys the first pictures of what's going to be my best map so far on JF server. I wanna give my thanks to OffRoader23 for scripting some doors and CodyJ for making the custom house to start of with. If you have any suggestions within the style i'm making it please say so. I have used around 300 objects so far, trying to stay below 500 (gta max) Hmm... maybe scaling down the trees a bit?
  10. https://imgur.com/a/ZbuQTmR What is the road object ID? I need this object for my map.. :s
  11. Heya all, Are you looking for a freeroam server that has tons of custom mods and features, but don't want too many rules and restrictions? Then JohnFlower's Freeroam boredom just might be the right server for you! We have options like mapping and attaching for creative players, command line based so you actually can learn from it. We also have a lot of car mods and drifting opportunities to race yourself towards the finish! Not knowing what to do and got some spare time left? We got you covered with our in-game cinema and skins to start off an RPG. JohnFlower started the server in 2010, in collaboration with Cave Johnson. Since then the player base grew rapidly and the community became larger and larger. We basically have one rule when you are online and that's not to be a cu*t. We assume you know yourself what's okay and what not. Our staff members will act tho when things start to escalate. So, that's only a part of what our server can offer you, and if you are interested to check it out please copy the following link in your MTA: Server IP: mtasa://37.187.79.138:22003 Links: Join our Discord server: https://discord.gg/sC2DNRV Join our Steam group: https://steamcommunity.com/groups/JohnFlowers_Freeroam_boredom# Join our forum site: https://ilypetals.net/forum/ Join our IRC channel: https://www.irccloud.com/invite?channel=%23Flower.mta&amp;hostname=irc6.rizon.net&amp;port=6697&amp;ssl=1 (If you use a different nickname than you use ingame, or if you are not affiliated with JohnFlower's server at all, ping @n0rt0x on IRC) Join our Facebook community: https://www.facebook.com/groups/318236555248301/ Regards, n0rt0x
  12. Heya, This is a small project I've spend three days on so far. I was bored of the same old desert so I decided to add a canyon. I feel like this gives the desert a fresh, new feeling while still retaining the good ol' San Andreas vibe. https://www.youtube.com/watch?v=RwetzEnNs-8&feature=youtu.be Things I've yet got to do: Create LOD models. Prelight the models so they fit in more with the enviroment. Small tweaks here and there. Let me know what you think! -Noah
  13. Heya all, On our server we have this ingame map editor called offedit, which has quite some options to manipulate objects and stuff. For example "mcol", which toggles objects (only colled objects by default) to remove their collision. So lately i was wondering, is it possible to make a similar script for objects that break by default? So with that, you can remove/suppress the break animation. Would the game engine allow us to do that? I know that the default map editor has such an option, but i don't know if it would work in a scripted form. And nope, i don't have LUA knowledge, but i do like to think about possibilities.. Regards, n0rt0x
  14. I'm currently working on a new project and I'm going to need some help if I want it launched any year soon. What I'm looking for - Someone(s) who can model a variety of things Vehicles Mapping Vegetation Objects Detailing Ped models Likely etc While there is no payment if things go right this could be one of the biggest and best servers in MTA If you want any more details or are interested post here or PM me.
  15. I not found on community.. Then where can i download Trials maps? Sorry for my bad english.
  16. So i've got this little problem, when i try to hit a door (Model ID : 1535) it was opened. But, when i try to hit another door (Model ID : 3089) It was surprisingly didn't opened, it doesn't move from it's place. Is there a proper solution for this problem? maybe it have something to do with scripting, or else?
  17. Greetings community, My Map Editor started throw a error in console but when I connect to server it is all loaded up but I am missing that bottom left bar and editor wont load any map so I cant edit map or create new ones. So then I saw error in console "ERROR: edf\edf.lua:220: editor_main: couldn't load edf file" But I dont make changes to edf file... So I dont know why it start throwing that error. Can someone help me with this? Thanks and have a good day or night (Idk what time it is in your country...) :).
  18. I have encountered a problem on a base I made using that horrid large grey object, I have removed a building and created the base there... It works, but I was wondering if you can use LOD's in a .map instead of making it all into a .lua, here is how I have attempted to make one object not disappear on my .map file. <object id="object (gnhtelgrnd_lvs) (28)" breakable="true" interior="0" collisions="true" alpha="255" model="8661" doublesided="true" scale="1" dimension="0" lodModel="5154" posX="2397.3999" posY="1553.1" posZ="49.6" rotX="0" rotY="0" rotZ="0"></object> Please help, I can't be bothered converting it all to lua!
  19. Hello there! I'm a scripting beginner but luckily I'm more skilled in modelling and mapping. So I thought I'd show you a base I've been working on. Let me know what you think! -Noah
  20. Okay so I just started mapping and I made a nice place for my organization in a server (It's not yet ON the server) I want to make a interior to go with it, how do I go about doing that? Usually you get into interiors, by going into elevators on the server, that admins can place too! I want to make a interior to get on the server via submission, so a admin can make elevator to it. I want to make it absolutely by myself. I heard you need to do it, high, very high in the air.. Okay you can do that easily, but like where? Can I just make it anywhere in the normal map? Do I have to create a new map or can I do it in the same one as my organizations mapping? Do I have to load a interrior and then from that far away make mine? If so wouldn't that replace for example that 24/7 interior with mine? Any and all help is appreciated! Thanks!
  21. Construction Kit #1 Post-Apocalyptic Settings Hey there. So - I recently began modelling (a few weeks now) - and I do have dreams of one day becoming an actual level designer. But for the time being, I'd like to assist the rest of the MTA community in creating some sweet levels, and designs. Here I present you my first of many construction kits. This one is based off of an underground tunnel system. Think something alike Fallout 3 - Vault 101. The kits will be released once I complete them. Please note that the textures applied on the screenshots, not are the end result. If you wish to have your own models added to the kit, please add me on skype: Ameffe1 Note: The objects are all done as low poly as possible, in order for it to fit GTA:SA. They will look better ingame. Please give your five cents - all tips and ideas are appreciated! Also - when the end result is released, you'll have full non-commercial rights to use my models and textures.