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  1. A simple script of dressable characters and deformable faces. You can move every vertex of the head with a simple displacement shader. The script is in test state right now, I'll create a new editor later. Hope you like it.
  2. Today i proudly present to you: OSWS (OpenSourceWaterShader) for MTA: San Andreas! What is this? This resource is a project that i started long ago in order to finally (!) get a decent water shader working for MTA that benefits everybody. The main goal is to get an amazing shader where everyone should contribute to make it the very best looking water that we can get for this game engine. The code is pretty well optimized and the performance should be good for everyone, but a shader model 3.0 graphics card is REQUIRED for this resource! The effect is applied to the water texture its
  3. Buenas a todos, nada que decir así que dejo esto por aquí. LUA: function dxDrawCircle( x, y, width, height, color, angleStart, angleSweep, borderWidth ) height = height or width color = color or tocolor(255,255,255) borderWidth = borderWidth or 1e9 angleStart = angleStart or 0 angleSweep = angleSweep or 360 - angleStart if ( angleSweep < 360 ) then angleEnd = math.fmod( angleStart + angleSweep, 360 ) + 0 else angleStart = 0 angleEnd = 360 end x = x - width / 2 y = y - height / 2 if not circleShader then circleShader = dxCreateShader ( "circle.fx" )
  4. After I finished the first version of my character customization system i just realized its such a piece of crap, so i started writing a new version with a whole new concept. The first version worked with CJ skin and i just attached some custom head models to it. Conversely the new version is running with shaders and the skin is a custom dff. Here is a video of the head customization. The clothing is in progress yet, it takes a lot of time because i have to make custom cloth models. Hope you like it. Please don't ask for the source code, this script will never be released. Sorry.
  5. Hi gentlemen, I have a problem with lighting the texture, it is lighter than everyone Please tell me what the problem is I use these shaders /* Author: 50p Version: v1.0 Description: This shader allows you to mask a texture with a mask texture (black and white). */ texture ScreenTexture; sampler implicitInputTexture = sampler_state { Texture = <ScreenTexture>; }; texture MaskTexture; sampler implicitMaskTexture = sampler_state { Texture = <MaskTexture>; }; float4 MaskTextureMain( float2 uv : TEX
  6. Peace on you . Why do we use " shader " and make the value " texture " to change element texture instead of use "Texture" directly ? Why we need to make shader first ? Thanks !
  7. I created a script to set texture when player joins the car, (EngineApplyShaderToWorldTexture), but work only client-side, i wanna other players see the texture from the car, not only the local player see self texture. How i can create a script like this?
  8. hey guys, I wanna help on shader Im trying to put antialias with borderWidth circle.fx float sCircleHeightInPixel = 100; float sCircleWidthInPixel = 100; float sBorderWidthInPixel = 10; float4x4 gWorldViewProjection : WORLDVIEWPROJECTION; struct VSInput { float3 Position : POSITION0; float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PSInput { float4 Position : POSITION0; float4 Diffuse : COLOR0; float4 Diffuse2 : COLOR1; float2 TexCoord : TEXCOORD0; float2 Settings : TEXCOORD1; }; PSInput VertexShaderFunction(VSInput VS) float4 PixelSha
  9. Hi, I want just to change the value of DepthBias by Lua So here, I have defined a parameter which I named parameter1, and the rest is just for replace.fx texture gTexture; float parameter1; technique TexReplace { pass P0 { DepthBias = parameter1; Texture[0] = gTexture; } } And now, we gonna go to Lua File : (the shader is working etc...) dxSetShaderValue(shader, "parameter1", -0.0006) So here, it doesn't work, DepthBias doesn't take the value of parameter1 as I wrote in the .fx file ! Any help please?
  10. First thing first: I'm not sure if I've chosen proper sub-forum for this, so if it isn't right place then please move it. I'm writing this because we have pretty game-breaking problem on our server that we can't find a way to fix on our side. The shaders randomly fail to create with warning specified in the title, it's happening more and more as our server gets bigger. We do track how often this error/warning happens for our players, and it's in thousands per day. It doesn't happen to all players, but when it happens we can't find any correlation to PC hardware. It happened on new high
  11. Доброго времени суток! После просмотра видео возник вопрос про вершинный шейдер... Кто-нибудь знает каким образом шейдер определяет точки, которые нужно передвигать и в каком направлении? Само видео:
  12. Hello, everyone! After watching the video i got a question about vertex shader... Someone know how shader defines coordinates and direction, which we change? Video:
  13. Hello guys, I need a shader that would follow the cursor. Where to find ? or how to create?
  14. Hello guys! I started with shaders today, I made a script to apply a texture to the weapons fire, but it is not working, nor does it give any error in the debug. Client-side shader = dxCreateShader("shader/shader.fx") fire_fx = dxCreateTexture("files/fire.png") function replaceFireFX() engineApplyShaderToWorldTexture(shader, "muzzle_texture4") dxSetShaderValue(shader, "gTexture", fire_fx) end addEventHandler("onClientResourceStart", resourceRoot, replaceFireFX) addEventHandler("onClientPlayerJoin", root, replaceFireFX) FX-Code texture gTexture; technique TexReplace
  15. I want to create a lua for an infernus shader / FX, can someone help me or guide me to do it?, It is usually called "Dynamic Vehicle Overlay". i have the FX, just need to add the commands. I know it adds: dxSetShaderValue (Shader, tex, Texture) But i don't understand.
  16. So, I have a shader: float4 PixelShader3Function(float2 UVCoords : TEXCOORD0) : COLOR0 { return float4(0, 0, 0, 1); } technique Normal { pass P0 { PixelShader = compile ps_3_0 PixelShader3Function(); } } Which should make the texture black, but instead it makes it transparent. But, if I use compile ps_2_0 instead it works just fine, and turns my texture into black. Anyone any idea?
  17. Hello everyone. About 3 years ago I have worked on some project and got experiments on skin morphing. The video below shows some results in that: MTA gives all opportunities for creating a morphing for a face, body or something else. I hope in the future someone makes a full-customizable character.
  18. There's a shader and a simple float4x4 array in it. I just want to set the array's values with dxSetShaderValue. How should I do this? float4x4 thisBoneMatrix[6] = { float4x4( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), float4x4( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), float4x4( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), float4x4( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), float4x4( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ), float4x4( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ) };
  19. I need a function that calculates ped's bone matrices. (bone_attach functions doesn't work) I'm working on a shader that actually can move a ped's bone.
  20. Hello guys, i've seen in some servers that you can change the texture of the same vehicle many times, So you can seen other players having the same vehicle but another texture, I know that i have to use Shader functions but how to do it, And how to make all players able to see other player's vehicle texture ?
  21. --Client local shader = dxCreateShader("tex.fx",0, 0, true, 'ped') addEvent("broadcastEnableShader", true) -- allow remotely triggered (from server) addEventHandler("broadcastEnableShader", root, function(some_data) -- receive broadcast from the server local img = dxCreateTexture(""..math.random(1,3)..".png") dxSetShaderValue(shader, "tex", img) engineApplyShaderToWorldTexture(shader, "Hoodie_green_co",some_data) end ) addEventHandler( 'onClientResourceStart', resourceRoot, function() for _, p in ipairs(getElementsByType('ped')) do
  22. Подскажите пожалуйста из-за чего така ошибка со шейдерами
  23. Hello! I have small script that replaces texture with image using shader and scrolls it from left to right. But i would like that there would be more images scrolling, example: coca cola ad, mcdonalds ad, etc... Would it be possible? I'm quite bad with shaders.. Shader: // // Example shader - uv_scroll.fx // /////////////////////////////////////////////////////////////////////////////// //Global variables /////////////////////////////////////////////////////////////////////////////// float gTime : TIME; ////////////////////////////////////////////////////////
  24. Hello everyone, nothing to say so. LUA: function dxDrawCircle( x, y, width, height, color, angleStart, angleSweep, borderWidth ) height = height or width color = color or tocolor(255,255,255) borderWidth = borderWidth or 1e9 angleStart = angleStart or 0 angleSweep = angleSweep or 360 - angleStart if ( angleSweep < 360 ) then angleEnd = math.fmod( angleStart + angleSweep, 360 ) + 0 else angleStart = 0 angleEnd = 360 end x = x - width / 2 y = y - height / 2 if not circleShader then circleShader = dxCreateShader ( "circle.fx" ) end dxSetShaderValu
  25. Добрый день, использую шейдер color.fx & mta-helper.fx для смены цвета текстуры, одежды персонажа. В шейдерах полный нуль, использовал урок от Kernel. Так вот, какая проблема. Мне необходимо помимо перекраски, накладывать ещё одну текстуру сверху (картинку), если я её накладываю, то в определённых местах мира (в интерьерах с заменами текстур) появляется мерцание этой самой картинки. Если я отключаю mta-helper - мерцания нет, однако тогда текстура слишком яркая, что мне тоже не подходит. Нужна помощь, как исправить мерцание? #include "mta-helpe
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