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render 3D objects in window (dx)


JeViCo

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17 minutes ago, LilDawage said:

try to use createStaticImage (here put the size and the Cordi...lile ( 80,20,25,25) ," Name of image .png" ) --------------------------------then the Image will be showing  in your Window

i don't want to take picture of each vehicle :ph34r:. I'm going to make little dxCreateScreenSource (image) of this vehicle and i need some sort of advice for this action

--- i haven't done it before

Edited by Juuve
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11 hours ago, Juuve said:

Thank you and @Ren_712 for this script. I was looking for it but

screenshot_1.jpg

This is a shader or vehicle problem? I can simply draw something on back to hide holes but can i fix it somehow?

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.

Edited by JustinMTA
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14 hours ago, Juuve said:

Thank you and @Ren_712 for this script. I was looking for it but

This is a shader or vehicle problem? I can simply draw something on back to hide holes but can i fix it somehow?

@Juuve It's not really a vehicle problem, that's how the alpha channel is handled in this effect. I'd have to rewrite it ...
If you don't want draw the vehicle post gui use this: https://www.solidfiles.com/v/mdy5QRqrMraZ2 or use non mrt variant instead

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7 hours ago, Ren_712 said:

@Juuve It's not really a vehicle problem, that's how the alpha channel is handled in this effect. I'd have to rewrite it ...
If you don't want draw the vehicle post gui use this: https://www.solidfiles.com/v/mdy5QRqrMraZ2 or use non mrt variant instead

Thank you! Using non mrt shader solved my problem xD

But now i can't place any image on the background. I used dxDrawImage.

Mta_game_proccess.png

As the game ordering says i should use onClientPreRender to draw the image (before fx) but it becomes invisible then. I can also create an object, draw an image on it and set player's camera position facing toward the object. But i don't think that this is a good idea\ :ph34r:

p.s. PostGUI and second render target options don't work with this shader for some reason

Edited by Juuve
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the nonMRT effect transforms view and projection matrix to render the resized object/vehicle/ped close to the near clipping plane. So the vehicle is drawn on the screen when "GTA draws world'. the MRT effect draws the vehicle to a renderTarget that can be drawn dxDrawImage (onClientRender).

Example: https://nightly.multitheftauto.com/files/shaders/shader_multi_rt_test.zip

Edited by Ren_712
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16 hours ago, Ren_712 said:

the nonMRT effect transforms view and projection matrix to render the resized object/vehicle/ped close to the near clipping plane. So the vehicle is drawn on the screen when "GTA draws world'. the MRT effect draws the vehicle to a renderTarget that can be drawn dxDrawImage (onClientRender).

Example: https://nightly.multitheftauto.com/files/shaders/shader_multi_rt_test.zip

ok, i understand it now. Thank you!

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