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Invisible objects.


Castillo

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Hi everyone, I'm creating this topic because in SAUR we're having a strange bug never seen in older versions of MTA.

The bug is that some players cannot see whole base objects, and I'm not talking just of one-two objects, but the WHOLE base, and this is being annoying as players start's to abuse it.

I'll leave a screenshot here, if you can help, I'll be very greatfull.

http://imageshack.us/photo/my-images/69 ... 23422.png/

Thanks in advance.

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I am thinking the same as diego. This is probably just one of those little problems that your computer has, YOUR COMPUTER SUCKS.

Get a better computer to run your 100 custom models and 1000 custom car models ;)

Castillo has a good computer, dude.

He hasn't mods, he should run his 1000 mods (2000 if possible :)) while the client-side Engine functions can't, so he should try to stop any resource with custom models / textures or shaders.

I had this trouble while playing "Pawlo - Egyptian Skills" map xD, so I think it may be the TXD files that failed someway as diego says.

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Only the lua :).

  
  
addEventHandler( "onClientResourceStart", resourceRoot, 
    function() 
  
----------------------------------------------------- 
---------------CONCRETE------------------- 
----------------------------------------------------- 
        lighting = dxCreateShader ( "envlighting.fx" ) 
        --engineApplyShaderToWorldTexture ( lighting, "*" ) 
  
        roads = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( roads, "snpedtest1" ) 
        local roadstex = dxCreateTexture ( "concrete/cityRoad.jpg" ) 
        dxSetShaderValue ( roads, "gTexture", roadstex ) 
  
        roads2 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( roads2, "dt_road" ) 
        local roads2tex = dxCreateTexture ( "concrete/cityRoad2.jpg" ) 
        dxSetShaderValue ( roads2, "gTexture", roads2tex ) 
  
        canyonroads = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvblenddrt" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_freewyright" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_freewyleft" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hv" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvgtravel" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1linefreewy" ) 
        engineApplyShaderToWorldTexture ( canyonroads, "tar_1line256hvblend2" ) 
        local canyonroadstex = dxCreateTexture ( "concrete/canyonRoad.jpg" ) 
        dxSetShaderValue ( canyonroads, "gTexture", canyonroadstex ) 
  
        concrete = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( concrete, "block2_low" ) 
        engineApplyShaderToWorldTexture ( concrete, "dockpave_256" ) 
        engineApplyShaderToWorldTexture ( concrete, "cos_hiwayout_256" ) 
        engineApplyShaderToWorldTexture ( concrete, "concretemanky" ) 
        local concretetex = dxCreateTexture ( "concrete/concrete.jpg" ) 
        dxSetShaderValue ( concrete, "gTexture", concretetex ) 
  
        paves = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( paves, "sidelatino1_lae" ) 
        engineApplyShaderToWorldTexture ( paves, "sjmhoodlawn41" ) 
        engineApplyShaderToWorldTexture ( paves, "sjmhoodlawn42" ) 
        engineApplyShaderToWorldTexture ( paves, "cos_hiwayout_256" ) 
        local pavestex = dxCreateTexture ( "concrete/pave.jpg" ) 
        dxSetShaderValue ( paves, "gTexture", pavestex ) 
  
        freeway = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( freeway, "cos_hiwaymid_256" ) 
        engineApplyShaderToWorldTexture ( freeway, "hiwaymidlle_256" ) 
        local freewaytex = dxCreateTexture ( "concrete/roadway.jpg" ) 
        dxSetShaderValue ( freeway, "gTexture", freewaytex ) 
  
        crossing = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( crossing, "rufwaldock1" ) 
        local crossingtex = dxCreateTexture ( "concrete/crossing.jpg" ) 
        dxSetShaderValue ( crossing, "gTexture", crossingtex ) 
  
        junct = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( junct, "sf_junction5" ) 
        local juncttex = dxCreateTexture ( "concrete/junct.jpg" ) 
        dxSetShaderValue ( junct, "gTexture", juncttex ) 
  
        lampost = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( lampost, "lampost_16clr" ) 
        local lamposttex = dxCreateTexture ( "concrete/pave.jpg" ) 
        dxSetShaderValue ( lampost, "gTexture", lamposttex ) 
  
        bricks = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( bricks, "snpdwargrn1" ) 
        engineApplyShaderToWorldTexture ( bricks, "comptwall30" ) 
        local brickstex = dxCreateTexture ( "concrete/bricks.jpg" ) 
        dxSetShaderValue ( bricks, "gTexture", brickstex ) 
  
----------------------------------------------------- 
---------------BUILDINGS-------------------- 
----------------------------------------------------- 
        build1 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( build1, "sl_skyscrpr03" ) 
        engineApplyShaderToWorldTexture ( build1, "lan2skyscra5_lod" ) 
        local build1tex = dxCreateTexture ( "buildings/build1.jpg" ) 
        dxSetShaderValue ( build1, "gTexture", build1tex ) 
  
        build2 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( build2, "sl_librarywin3" ) 
        engineApplyShaderToWorldTexture ( build2, "lan2skyscra1_lod" ) 
        local build2tex = dxCreateTexture ( "buildings/build2.jpg" ) 
        dxSetShaderValue ( build2, "gTexture", build2tex ) 
  
        build3 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( build3, "sl_skyscrpr04" ) 
        local build3tex = dxCreateTexture ( "buildings/build3.jpg" ) 
        dxSetShaderValue ( build3, "gTexture", build3tex ) 
  
----------------------------------------------------- 
---------------HUD------------------------------ 
----------------------------------------------------- 
  
        radar = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( radar, "radardisc" ) 
        local radartex = dxCreateTexture ( "hud/radardisc.png" ) 
        dxSetShaderValue ( radar, "gTexture", radartex ) 
  
----------------------------------------------------- 
---------------PARTICLES------------------- 
----------------------------------------------------- 
  
        cloud = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( cloud, "cloudmasked" ) 
        engineApplyShaderToWorldTexture ( cloud, "cloudhigh" ) 
        engineApplyShaderToWorldTexture ( cloud, "cloud1" ) 
        local cloudtex = dxCreateTexture ( "particles/cloud.png" ) 
        dxSetShaderValue ( cloud, "gTexture", cloudtex ) 
  
        smoke = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( smoke, "collisionsmoke" ) 
        local smokeTex = dxCreateTexture ( "particles/smoke.png" ) 
        dxSetShaderValue ( smoke, "gTexture", smokeTex ) 
  
        moon = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( moon, "coronamoon" ) 
        local moontex = dxCreateTexture ( "particles/moon.png" ) 
        dxSetShaderValue ( moon, "gTexture", moontex ) 
  
        corona = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( corona, "coronastar" ) 
        local coronatex = dxCreateTexture ( "particles/corona.png" ) 
        dxSetShaderValue ( corona, "gTexture", coronatex ) 
  
        light = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( light, "shad_exp" ) 
        local lighttex = dxCreateTexture ( "particles/shad_light.jpg" ) 
        dxSetShaderValue ( light, "gTexture", lighttex ) 
  
        fire = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( fire, "bullethitsmoke" ) 
        engineApplyShaderToWorldTexture ( fire, "sphere" ) 
        local firetex = dxCreateTexture ( "particles/fire.png" ) 
        dxSetShaderValue ( fire, "gTexture", firetex ) 
  
        vehiclescratch64 = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( vehiclescratch64, "vehiclescratch64" ) 
        local vehiclescratch64tex = dxCreateTexture ( "particles/vehiclescratch64.png" ) 
        dxSetShaderValue ( vehiclescratch64, "gTexture", vehiclescratch64tex ) 
  
----------------------------------------------------- 
---------------TREES-------------------------- 
----------------------------------------------------- 
  
        trees = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( trees, "newtreeleavesb128" ) 
        engineApplyShaderToWorldTexture ( trees, "newtreeleaves128" ) 
        engineApplyShaderToWorldTexture ( trees, "newtreed256" ) 
        local treestex = dxCreateTexture ( "vegetation/hojas.png" ) 
        dxSetShaderValue ( trees, "gTexture", treestex ) 
  
        grass = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( grass, "desgreengrass" ) 
        engineApplyShaderToWorldTexture ( grass, "grasstype10" ) 
        engineApplyShaderToWorldTexture ( grass, "grasstype4" ) 
        engineApplyShaderToWorldTexture ( grass, "grasstype4_mudblend" ) 
        engineApplyShaderToWorldTexture ( grass, "grass_128hv" ) 
        engineApplyShaderToWorldTexture ( grass, "grasstype10_4blend" ) 
        engineApplyShaderToWorldTexture ( grass, "redcliffroof_la" ) 
        engineApplyShaderToWorldTexture ( grass, "grifnewtex1x_las" ) 
        engineApplyShaderToWorldTexture ( grass, "desertgravelgrass256" ) 
        engineApplyShaderToWorldTexture ( grass, "forestfloorgrass"  ) 
        engineApplyShaderToWorldTexture ( grass, "forestfloor256"  ) 
        engineApplyShaderToWorldTexture ( grass, "forestfloor3"  ) 
        engineApplyShaderToWorldTexture ( grass, "hedgealphad1"  ) 
        local grasstex = dxCreateTexture ( "vegetation/grass.jpg" ) 
        dxSetShaderValue ( grass, "gTexture", grasstex ) 
  
        dirt = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( dirt, "pavemiddirt_law" ) 
        engineApplyShaderToWorldTexture ( dirt, "sandnew_law" ) 
        engineApplyShaderToWorldTexture ( dirt, "stones256128" ) 
        local dirttex = dxCreateTexture ( "vegetation/dirt.jpg" ) 
        dxSetShaderValue ( dirt, "gTexture", dirttex ) 
  
        rock = dxCreateShader ( "texreplace.fx" ) 
        engineApplyShaderToWorldTexture ( rock, "rocktq128" ) 
        engineApplyShaderToWorldTexture ( rock, "rocktq128blender" ) 
        engineApplyShaderToWorldTexture ( rock, "rock_country128"  ) 
        engineApplyShaderToWorldTexture ( rock, "rocktq128_grass4blend"  ) 
        engineApplyShaderToWorldTexture ( rock, "rocktq128_forestblend2"  ) 
        engineApplyShaderToWorldTexture ( rock, "redclifftop256"  ) 
        engineApplyShaderToWorldTexture ( rock, "lasclifface"  ) 
        engineApplyShaderToWorldTexture ( rock, "cs_rockdetail2"  ) 
        engineApplyShaderToWorldTexture ( rock, "desertstones256"  ) 
        engineApplyShaderToWorldTexture ( rock, "rocktbrn128blnd"  ) 
        engineApplyShaderToWorldTexture ( rock, "cw2_mountrock"  ) 
        local rocktex = dxCreateTexture ( "vegetation/rock.jpg" ) 
        dxSetShaderValue ( rock, "gTexture", rocktex ) 
    end 
) 
  

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