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[SERVER-WEB]-[BUG] Reputation |
Posted by: Mugsy - 2019-04-14, 03:51 PM - Forum: Support
- Replies (9)
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Good community, I wanted to report that there is an error in the WEB service, you can not give reputation in the forum, or at least in my account that I already have more than 80 messages published, thank you and inform if it is a bug or a limitation.
- Google translator
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C?mo aprendieron Pawn? |
Posted by: G0NZ4L0 - 2019-04-14, 03:51 PM - Forum: Programaci?n
- Replies (27)
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Hola chicos, publiquen por ac? que fue los que les llevo a aprender Pawn y porque.
La m?a fue muy curiosa porque solamente lo aprend? por ayudar a un amigo porque ten?a problemas con un servidor (el cual yo administraba) y despu?s de eso me fui interesando m?s en el lenguaje y en crear cosas ?nicas.
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Welkom op het Nederlandse forum |
Posted by: dignity - 2019-04-14, 03:05 PM - Forum: Dutch/Nederlands
- Replies (3)
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Welkom in het Nederlandse gedeelte van het forum, al is dit forum?maar tijdelijk.
Iedereen die Nederlands spreekt is welkom! Zodra de offici?le open.mp forums openen zullen we onze sectie uiteraard migreren maar dit kan nog een tijdje duren.
Algemene Regels:
1. Gedraag je / don't be a dick. Shitposten en trollen is altijd leuk maar hou het tot een minimum.
2. Volg alle open.mp / burgershot.gg regels. Dit is vanzelfsprekend.
3. Deze sectie is er voor een reden. Hou nederlandstalige gesprekken a.u.b. in deze sectie.
4. Beperk politieke / religieuze onderwerpen a.u.b. Korte gesprekken zijn geen probleem maar grote discussies en gerelateerde threads wel.
Voor het moment is er nog niet echt veel structuur op het forum dus ik zou zeggen ga gwn lekker je gang maar probeer het spammen van threads te beperken.
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Simplex Noise - Noise Generation in PAWN |
Posted by: Crayder - 2019-04-14, 02:52 PM - Forum: Libraries
- Replies (1)
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Simplex Noise Generator!
____________________________________________________________________________________________________
Description:
This library basically adds a bunch of noise functions that you can use for various things.
So far I've converted the following functions from C to PAWN: Code: // Returns a 1D simplex noise
Float:noise1D(Float:x);
// Returns a 2D simplex noise
Float:noise2D(Float:x, Float:y);
// Returns a 3D simplex noise
Float:noise3D(Float:x, Float:y, Float:z);
// Returns a 4D simplex noise
Float:noise4D(Float:x, Float:y, Float:z, Float:w);
// Returns a 1D simplex ridged noise
Float:ridgedNoise1D(Float:x);
// Returns a 2D simplex ridged noise
Float:ridgedNoise2D(Float:x, Float:y);
// Returns a 3D simplex ridged noise
Float:ridgedNoise3D(Float:x, Float:y, Float:z);
// Returns a 4D simplex ridged noise
Float:ridgedNoise4D(Float:x, Float:y, Float:z, Float:w);
// Returns a 1D simplex noise with analytical derivative.
dnoise1D(Float:x, &Float:rx, &Float:ry)
// Returns a 2D simplex noise with analytical derivatives.
dnoise2D(Float:x, Float:y, &Float:rx, &Float:ry, &Float:rz)
// Returns a 3D simplex noise with analytical derivatives.
dnoise3D(Float:x, Float:y, Float:z, &Float:rx, &Float:ry, &Float:rz, &Float:rw)
// Returns a 2D simplex cellular/worley noise
Float:worleyNoise2D(Float:x, Float:y)
// Returns a 3D simplex cellular/worley noise
Float:worleyNoise3D(Float:x, Float:y, Float:z)
// Returns a 2D simplex smooth cellular/worley noise
Float:worleyNoise2D_F(Float:x, Float:y, Float:falloff)
// Returns a 3D simplex smooth cellular/worley noise
Float:worleyNoise3D_F(Float:x, Float:y, Float:z, Float:falloff)
I used parts of this for my forest generator.?I generated multiple forests over a 3000 unit radius, so it covers all of SA. It has random clearings, camp areas, and rubbish areas. It also has various trees in their own areas (kind of like biomes), bushes, and rocks;
____________________________________________________________________________________________________
Examples:
Code: main() {
? ? printf("noise1D: %f", noise1D(-45.1231));
? ? printf("noise2D: %f", noise2D(-45.1231, 10.9453));
? ? printf("noise3D: %f", noise3D(-45.1231, 10.9453, 32.3621));
? ? printf("noise4D: %f", noise4D(-45.1231, 10.9453, 32.3621, 100.6343));
? ??
? ? printf("ridgedNoise1D: %f", ridgedNoise1D(-45.1231));
? ? printf("ridgedNoise2D: %f", ridgedNoise2D(-45.1231, 10.9453));
? ? printf("ridgedNoise3D: %f", ridgedNoise3D(-45.1231, 10.9453, 32.3621));
? ? printf("ridgedNoise4D: %f", ridgedNoise4D(-45.1231, 10.9453, 32.3621, 100.6343));
? ??
? ? new Float:rx, Float:ry, Float:rz, Float:rw;
? ? dnoise1D(100.5, rx, ry);
? ? printf("dnoise1D: %f, %f", rx, ry);
? ? dnoise2D(110.53, -20.5, rx, ry, rz);
? ? printf("dnoise2D: %f, %f, %f", rx, ry, rz);
? ? dnoise3D(110.53, -20.85, 9.12, rx, ry, rz, rw);
? ? printf("dnoise3D: %f, %f, %f, %f", rx, ry, rz, rw);
? ??
? ? printf("worleyNoise2D: %f", worleyNoise2D(13.0, -34.1));
? ? printf("worleyNoise3D: %f", worleyNoise3D(13.52321, -34.1, -34.4));
? ? printf("worleyNoise2D_F: %f", worleyNoise2D_F(13.0, -34.1, 10.0));
? ? printf("worleyNoise3D_F: %f", worleyNoise3D_F(13.52321, -34.1, -34.4, 10.0));
}
Output:Quote:noise1D: 0.117055
noise2D: -0.613689
noise3D: 0.060025
noise4D: -0.237536
ridgedNoise1D: 0.882944
ridgedNoise2D: 0.386310
ridgedNoise3D: 0.939974
ridgedNoise4D: 0.762463
dnoise1D: -0.875976, 9.531250
dnoise2D: 0.325981, -2.015559, -1.042779
dnoise3D: -0.662052, 1.085515, 0.660695, 1.227718
worleyNoise2D: 0.640313
worleyNoise3D: 0.412964
worleyNoise2D_F: 0.238459
worleyNoise3D_F: 0.173266
____________________________________________________________________________________________________
Credits:
simongeilfus for the original library in C : https://github.com/simongeilfus/SimplexNoise
____________________________________________________________________________________________________?
Downloads:
https://github.com/Crayder/SimplexNoise
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Model Sizes Plus - Object Model Size Database |
Posted by: Crayder - 2019-04-14, 02:45 PM - Forum: Libraries
- No Replies
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Model Sizes Plus!
Basically said, this is just the better version of the old one.
____________________________________________________________________________________________________
Major Points:
- Contains SA-MP objects.
- Extreme precision (see picture below for comparison).
- Exact offsets.
- Easy to update with new versions of SA-MP (new objects).
- Adds exact bounding boxes.
- Adds exact dimensions.
- Database version has major speed improvement!
____________________________________________________________________________________________________
Note:
Don't use this if you already have ColAndreas! Just simply implement the following:Code: stock Float:GetColSphereRadius(objectmodel)
{
new Float:tmp, rad;
if(0 <= objectmodel <= 19999)
{
CA_GetModelBoundingSphere(objectmodel, tmp, tmp, tmp, rad);
return rad;
}
return 0.0;
}
stock GetColSphereOffset(objectmodel, &Float:x, &Float:y, &Float:z)
{
new Float:tmp;
if(0 <= objectmodel <= 19999)
{
CA_GetModelBoundingSphere(objectmodel, x, y, z, tmp);
return 1;
}
return 0;
}
Precision difference - Object Model 3511:
Many (most) other objects are affected also. Many even have differences over 100, A couple have differences over 200! Kalcor can't be blamed for these faults though, he extracted the data directly form the game files.
____________________________________________________________________________________________________
Functions:
Code: GetColSphereRadius(objectmodel);[/pacoden]This gets the radius of the collision spheres for all the GTA objects used in SA (including the SA:MP objects); except skins, vehicles, and weapons. The collision sphere entirely encompases the object (for example to set the view distance accordingly). Returns 0.0 on invalid models.
[code]GetColSphereOffset(objectmodel, &Float:x, &Float:y, &Float:z);
This gets the offsets of the collision sphere for all objects. This information is kept in a separate array as it is generally less useful than the sphere radius. It indicates where the centre of the collision sphere is relative to the centre of the object, a position set to minimise the size of the sphere relative to the object. Note that you can't accurately calculate the exact center of the collision sphere without the quaternion rotation of the object, that is why this is a separate "stock" array - so it isn't included in the compiled code if not used.
Code: GetModelBoundingBox(objectmodel, &Float:MinX, &Float:MinY, &Float:MinZ, &Float:MaxX, &Float:MaxY, &Float:MaxZ)
This gets the minimum and maximum points of all objects' collision boxes.
Code: GetModelColDimensions(objectmodel, &Float:l, &Float:w, &Float:h)
This gets the dimensions of all objects.
Gets the total number of models for which collision data is stored.
Usage is VERY simple. For model IDs up to 19999, simply use that number as an index in to the data, any other IDs don't exist (but return 0.0):Code: for (new i, c = GetColCount(); i != c; )
{
printf("%f", GetColSphereRadius(i));
new Float:x, Float:y, Float:z;
GetColSphereOffset(i, x, y, z);
printf("%f %f %f", x, y, z);
}
____________________________________________________________________________________________________
Credits:
Thanks to Y-Less and Kalcor for the original release. It got us by for years!
Thanks to Pottus, Chris, and Slice for ColAndreas. Bullet phyiscs' getBoundingSphere function makes this new version possible.
____________________________________________________________________________________________________
Downloads and Links:
For database mode go here! (RECOMMENDED FOR SPEED)
For regular, advanced version go here!
Table of extreme range differences (only above 1).
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ColAndreas - Collision Detection and Raytracing |
Posted by: Crayder - 2019-04-14, 02:38 PM - Forum: Plugins
- Replies (8)
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____________________________________________________________________________________________________
Developers:
Initial Developers:
[uL]Slice
[uL]Chris420
[uL]Pottus
Latest Developers:
uint32 (new developer ?) (Where'd ya go?) - This guy fixed some major shit, including the initial SA-MP object thing.
Crayder
Codectile
____________________________________________________________________________________________________
Download today!
____________________________________________________________________________________________________
Installation Instructions:
- Navigate to the github repository's release section (link above) and download the latest version.
- If you don't need the source just download the wizard, the plugin, and include.
- Run the binary builder application. This will generate a binary in which ColAndreas load data from.
- Create a folder in your scriptfiles called "colandreas" and place the binary file there.
- Add ColAndreas to your server.cfg.
____________________________________________________________________________________________________
Current Functions:
Code: CA_ContactTest(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz)
CA_CreateDynamicObject_DC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, vw = -1, interior = -1, playerid = -1, Float:streamdist = 300.0, Float:drawdist = 300.0)
CA_CreateDynamicObject_SC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, vw = -1, interior = -1, playerid = -1, Float:streamdist = 300.0, Float:drawdist = 300.0)
CA_CreateDynamicObjectEx_DC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:drawdistance = 0.0, Float:streamdistance = 200.0, worlds[] = { -1 }, interiors[] = { -1 }, players[] = { -1 }, maxworlds = sizeof worlds, maxinteriors = sizeof interiors, maxplayers = sizeof players)
CA_CreateDynamicObjectEx_SC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:drawdistance = 0.0, Float:streamdistance = 200.0, worlds[] = { -1 }, interiors[] = { -1 }, players[] = { -1 }, maxworlds = sizeof worlds, maxinteriors = sizeof interiors, maxplayers = sizeof players)
CA_CreateObject(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, bool:add = false)
CA_CreateObject_DC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:drawdistance = 300.0)
CA_CreateObject_SC(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:drawdistance = 300.0)
CA_DestroyAllObjects_DC()
CA_DestroyObject(index)
CA_DestroyObject_DC(index)
CA_EulerToQuat(Float:rx, Float:ry, Float:rz, &Float:x, &Float:y, &Float:z, &Float:w)
CA_FindZ_For2DCoord(Float:x, Float:y, &Float:z)
CA_GetModelBoundingBox(modelid, &Float:minx, &Float:miny, &Float:minz, &Float:maxx, &Float:maxy, &Float:maxz)
CA_GetModelBoundingSphere(modelid, &Float:offx, &Float:offy, &Float:offz, &Float:radius)
CA_GetObjectExtraID(index, type)
CA_Init()
CA_IsPlayerBlocked(playerid, Float:dist=1.5, Float:height=0.5)
CA_IsPlayerInWater(playerid, &Float:depth, &Float:playerdepth)
CA_IsPlayerNearWater(playerid, Float:dist=3.0, Float:height=3.0)
CA_IsPlayerOnSurface(playerid, Float:tolerance=1.5)
CA_QuatToEuler(Float:x, Float:y, Float:z, Float:w, &Float:rx, &Float:ry, &Float:rz)
CA_RayCastLine(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z)
CA_RayCastLineAngle(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z, &Float:rx, &Float:ry, &Float:rz)
CA_RayCastLineAngleEx(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z, &Float:rx, &Float:ry, &Float:rz, &Float:ocx, &Float:ocy, &Float:ocz, &Float:orx, &Float:ory, &Float:orz)
CA_RayCastLineExtraID(type, Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z)
CA_RayCastLineEx(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z, &Float:rx, &Float:ry, &Float:rz, &Float:rw, &Float:cx, &Float:cy, &Float:cz)
CA_RayCastLineID(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, &Float:x, &Float:y, &Float:z)
CA_RayCastLineNormal(Float:startx, Float:starty, Float:startz, Float:endx, Float:endy, Float:endz, &Float:x, &Float:y, &Float:z, &Float:nx, &Float:ny, &Float:nz)
CA_RayCastMultiLine(Float:StartX, Float:StartY, Float:StartZ, Float:EndX, Float:EndY, Float:EndZ, Float:retx[], Float:rety[], Float:retz[], Float:retdist[], ModelIDs[], size = sizeof(retx))
CA_RayCastReflectionVector(Float:startx, Float:starty, Float:startz, Float:endx, Float:endy, Float:endz, &Float:x, &Float:y, &Float:z, &Float:nx, &Float:ny, &Float:nz)
CA_RemoveBarriers()
CA_RemoveBreakableBuildings()
CA_RemoveBuilding(modelid, Float:x, Float:y, Float:z, Float:radius)
CA_SetObjectExtraID(index, type, data)
CA_SetObjectPos(index, Float:x, Float:y, Float:z)
CA_SetObjectPos_DC(index, Float:x, Float:y, Float:z)
CA_SetObjectRot(index, Float:rx, Float:ry, Float:rz)
CA_SetObjectRot_DC(index, Float:rx, Float:ry, Float:rz)
Float:CA_GetRoomHeight(Float:x, Float:y, Float:z)
____________________________________________________________________________________________________
Loading ColAndreas:
We recommend using a filterscript to help organize your objects. There is a specific order of operations required to load successfully.
Code: public OnFilterScriptInit()
{
// Add any remove buildings (This only works once)
CA_RemoveBuilding();
// Initialize the collision world (This creates San Andreas, the entire map, excluding removed buildings)
CA_Init();
// Create objects
CA_CreateDynamicObject_SC();
return 1;
}
____________________________________________________________________________________________________
Capability Demo:
[Video: http://www.youtube.com/watch?v=aSabQWqQBkI]
____________________________________________________________________________________________________
Known Issues:
- There is no virtual world / interior support (there may never be).
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Texture Studio ? Map Editor With Texture Support and More! |
Posted by: Crayder - 2019-04-14, 02:33 PM - Forum: Filterscripts
- Replies (18)
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There is now, no excuse for sub-standard (non-textured) maps.
Tutorial Videos here: http://forum.sa-mp.com/showthread.php?t=539028
What is it:
Well it's just a in game map editor that will let you texture up to material index 15 (16 materials) as well as set color for that material index on objects.
So far there is only some basic editing commands as it's mainly meant for texturing the idea is you create your maps in your favorite map editor they can then be imported into Texture Studio with the /importmap command only CreateObject() and CreateDynamicObject() object code lines are currently accepted. Just put your maps in text files located in the /tstudio/ImportMaps/ folder.?
Yes you will need the textureviewer that is included in the release the command is /mtextures in game /mtset uses those array ids
You can set how many objects are editable the default is 10,000 which should be good for most people setting a different value requires a re-compile.
You can set the material slots higher the default being 16 you can increase this but I'm pretty sure you won't be able to open a map that was saved in a 16 slot compile. This is because it saves the array into the database keep in mind as well that SAMP only supports re-texturing from index 0-15 but if this changes in the future Texture Studio is adaptable.
Changes:
Code: Version 1.9d
? ?- Fixes model name in /gtaobjects text
? ?- Change custom model support from -2000 (0.3.8) to -1000 (0.3.DL)
? ?- Add basic texture importing! Excluding text, just textures. Fully supports TS exports. Follows a strict "texture only last object created" method, as exported by TS.
Version 1.9c
? ?- Update and restructure /thelp
? ?- Fix webcolors string length
? ?- Support viewing all texture results (instead of just 100 like before) in /tsearch
? ?- Add /gsel and /csel controls info to /thelp and the commands, with flymode info
? ?- Automatically raise the max streamed objects to 1500 when using 0.3.DL
? ?- Add /rremobject, the range and model alternative to /remobject
? ?- Fix attached vehicle objects exporting
? ?- Add /avclone for attached object cloning
Version 1.9b
? ?- Map loading fixes.
? ?- Added Football Stadium map to it.
Version 1.9
? ?- Object notes (can be seen with /note command and on text3d, also is exported on maps on a comment on the end of the objects' lines).
? ?- Per-object/group draw distance.
? ?- More advanced databases with much more information stored (saves map creator name, last edit time, spawn position for /gotomap, and interior/vw).
? ?- Repeat last command with WALK CROUCH (more buffered commands stuff coming).
? ?- More advanced text3d options for notes and object model info (see /edittext3d).
? ?- /mprop for map properties (currently only vw and interior).
? ?- /gotomap and /setspawn for saved maps (/gotomap sends the player to the /setspawn location).
? ?- Vehicle siren support.
Version 1.8f
? ?- Remove float precision on map export code.
? ?- Make /gclone faster.
? ?- Add model parameter to /avnewcar.
? ?- Group editing restrictions for RCON admins, restrict editing of groups to specific players.
? ?- Add command count message when player's connect.
? ?- Add 3 flymode commands (/fmspeed to set max speed, /fmaccel to set acceleration, /fmtoggle to toggle acceleration).
? ?- Other flymode enhancements
? ?- Remove GTA object compile setting, no longer needed since they are loaded from a database and work so much faster.
Version 1.8e
? ?- Fixes /minfo
? ?- Adds /osearchex, a VERY useful command. Search for objects using logical expressions with size variables.
? ?- Add group texturing commands: /gmtset and /gmtcolor
? ?- Add range selection to /gadd and /grem. It's kinda like an extra "upper max" parameter. ("/gadd 1 5" would add objects 1, 2, 3, 4, and 5 to your selection)
? ?- Adds /clonebuilding, create a clone of a gta building in the exact place, WITHOUT removing the original building.
? ?- More transactions for more speed.
? ?- Add all objects to the ColAndreas world when mangle is included.
? ?- Export colors as hexidecimal instread of integers.
? ?- Add experimental ground-slope group editing (doesn't work atm).
? ?- Raise pivot object's stream distance to prevent editing bug.
? ?- Add /ginvert, mirror a group's objects over any axis (best with symmetrical objects because obviously objects are not inverted).
? ?- Super update to Objectmetry:
? ?- Add conical figure.
? ?- Add real spiral, and renamed old one to helix.
? ?- Add prism, line, and rectangle.
? ?- Add advanced dialogs.
Version 1.8d
? ?- Add /minfo, retrieve model information on any given model.
Version 1.8c
? ?- Add /gselmodel, select a group of objects by model.
? ?- Add spherical objectmetry to /obmedit.
? ?- Use databases for 'allobjects' and 'modelsizes'. Drastically reduces group operations and gta object speed.
? ?- Show object counts when loading a map.
? ?- Raise bind amount to 10.
? ?- Make /gaexport work (but it will not create a file for some unfortunate reason, temp-fix included).
? ?- Add local input support for localhost.
Version 1.8b
? ?- Add undo compatibility to /ginfront.
Version 1.8a
? ?- Add /ginfront to move a group to your front position.
Version 1.8
? ?- Add Map Angle (aka. mangle) module support, requires ColAndreas.
? ?- Add RZ rotation support for Objectometry.
? ?- Add /tcar, a temporary vehicle command.
Version 1.7e
? ?- Add /renamemap and /deletemap
? ?- Color coat /gtaobjects (red - removed, blue - swapped, pink - building is unmodified)
? ?- /gtaobjects now accepts a parameter for the text's draw distance (/gtaobjects <draw distance>)
? ? ? ?* By default the distance is still collision radius * 2
Version 1.7d
? ?- Updated /thelp list and converted to dialog.
? ?- Added rotation mirroring to /avmirror (before it only mirrored position).
? ?- Non-numpad keyboard compatibility for texture viewer.
Version 1.7c
? ?- sqlitei prepared statements fixed
? ?- new command /oswap swap an object with a different model
? ?- new command /mtreset resets all textures and colors
? ?- Fixed an issues with vehicles not resetting positions when attaching
Version 1.7b
? ?- Ability to clone cars /avclonecar
Version 1.7a
? ?- Some critical issues fixed
? ?- DBStatements were not being freed correctly
? ?- Prefab list was not resetting string when reloading list
? ?- Sometimes the object editor could get lost and required reloading the script simply reload the map
Version 1.7
? ?- /undo command!
Version 1.6d
? ?- Fixed an issue with exporting objects if an object had text the parameters were out of order
? ?- Any object should be able to be created now there even LOD
? ?- Re-organized the project slightly
Version 1.6c
? ?- Updated material text to have 128 characters
? ?- Text now accepts \n (new line)
? ?- Added two blank text files so those folders appear on github
Version 1.6b
? ?- Added feature to export map including cars to filterscript
? ?- New command /avmirror mirror objects on a car
? ?- Completely rebuilt the all objects array some where missing it should be complete now
Version 1.6a
? ?- Search for textures /tsearch
Version 1.6
? ?- Editable vehicles
? ?- A few bug fixes with texturing and overlapping key presses with other systems
Version 1.5e
? ?- Important fix with CloneObject()
Version 1.5d
? ?- Added objectmetry rotation RX/RY orientation for objects
Version 1.5c
? ?- Improved Objectmetry rotation translation and ability to set rotation degrees
Version 1.5b
? ?- New feature Objectmetry and include by codectile located here http://forum.sa-mp.com/showthread.php?t=538447
Version 1.5a
? ?- Ability to clone objects on the fly in edit object mode (Press walk key)
Version 1.5
? ?- Improved /osearch module
Version 1.4b
? ?- Added support for finding and removing GTA objects by request?
? ? ?Please note that deleting objects is a one way process you will have to use a sqlite database editor and manually
? ? ?remove any entries that are incorrect and reload your map!
? ? ?Additionally if you restart your server the script will forgot which building have been removed so it is possible to
? ? ?delete a building more than once in that case please be careful
Version 1.4
? ?- Added object property editor /oprop
? ?- Added list selection feature /lsel
? ?- You can now choose CreateDynamicObject() as a export type instead of CreateDynamicObjectEx()
? ?- Spelling error fixed in one of the GUI menus
Version 1.3
? ?- Complete GUI implementation that calls all commands
? ?- Groups added you can edit group selections
? ?- Texture editor texture objects with a GUI
? ?- You can make your own texture themes
? ?- Prefabs can be saved/loaded
? ?- Texture themes can now be created "default_theme" is always loaded when a player connects
? ?- You can make your own command based binds and execute them
Version 1.2?
? ?- Added support for importing RemoveBuildingForPlayer() this will be saved to DB
? ?- Can now copy/paste texture and text from one object to another
Version 1.1
? ?- Fixes some issues that could cause the editor to stop working
? ?- Text editor (/text)
? ?- Whole map delta movement commands
? ?- Whole map rotation commands (rotates from map center)
? ?- Fly mode built into FS (/flymode)
? ?- You can use (/cgoto) when you have an object select and in fly mode to go to that object
Video Introduction:
http://www.youtube.com/watch?v=yk9oKoRJdds
Commands:
There are currently 114 commands. Refer to /thelp for a list of commands and documentation on each command. A list of major commands and short descriptions can be found in the github readme (or main page).?
Key Combos:
Code: /csel:
Holding 'H' while clicking an object will copy properites to buffer
Holding 'Walk Key' while clicking an object will paste properties from buffer
/editgroup:
Hold 'Walk Key' to set the group rotation pivot you can only do this once per edit
GUI:
When in fly mode to open the GUI press 'Jump Key' otherwise it can be opened by pressing 'N' Key
Texture Viewer:
In Fly mode instead of pressing Y/H to scroll through textures hold enter/exit vehicle and press ANALOG Left ---- ANALOG Right
Pressing sprint will add textures to your theme in fly mode press sprint権 to add textures to theme in walk mode
Walk key will apply the selected texture to your object
Credits:
Pottus - Creating the script itself.
Crayder - New developer.
Y_Less - sscanf - original object model sizes - YSI
Slice - strlib - sqlitei
JaTochNietDan Filemanager
SDraw - 3D Menu include
codectile - Objectmetry functions
Download:
All new versions will only be downloadable from github located here
https://github.com/Crayder/Texture-Studio/
Wiki:
Command information, basic usage, and more can be found on the wiki:
https://github.com/Crayder/Texture-Studio/wiki
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