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Mr. Green Gaming

MegasXLR

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Everything posted by MegasXLR

  1. I liked a @YouTube video http://t.co/od0wsFV32W iPhone 6 vs Galaxy S5: No Common Ground

  2. I liked a @YouTube video from @howtomen http://t.co/lk7JuWYzb5 Youtube Material Design Update 6.0

  3. I liked a @YouTube video from @gadgetguruhd http://t.co/17e2IovxRy Galaxy S5 Octa Core vs Galaxy S5 Quad Core vs Galaxy S4 Speed

  4. I liked a @YouTube video from @gadgetsportal http://t.co/JNIppAbq9j GALAXY S5 Snapdragon 801 (US) vs Exynos 5 Octa (Global) version

  5. Can I use .rar or .rar5 file types when compressing or it MUST be in .zip format? (i'm asking, because .rar makes the file smaller than .zip)
  6. Thanks The only downside to coding is that once you learn to use it, you forget all the basic shit
  7. With custom object, objects for the map itself is ment, not custom car mods. With custom object, objects for the map itself is ment, not custom car mods. OK, thanks. But I noticed that it says THE .ZIP FILE has to be under 5MB. Does that mean that my map folder can be larger than 5MB as long as the compressed .zip file is under 5MB?
  8. I know it works, you misunderstood me. You know how you can place a car in your map without it being driven by anyone through the "Vehicle" section in Map Editor. I want to make that non-drivable vehicle always black. KARR.bmp The white on the right car should be white so only primary colour should always be black (secondary is always white now).
  9. Aleks, how can I make a car's color black? I tried your earlier script, but it's only if the player has entered the vehicle --> I wanna make a static vehicle always be black (using this mod).
  10. I know the chance is 1000000:1, but I'm gonna ask anyway. Is there any way that I can make my map more than 5MB and still be able to upload it on MrGreen, I want to load 3 more custom vehicles, but even if I delete unused images from their .txds the map size is gonna be around 20MB :/ If it's not possible, it's not - just asking here PS : Uploading: Your maps should be tested and then uploaded via forum in a zip package with inside only your meta.xml, .map and script files. Keep your map uploads in one topic and add some screenshots or a video for new maps. The zip file size has to be under 5MB, exceptions can be made for some maps with custom object models. Do custom vehicles count as an exception then?^
  11. LOL I just deleted the files xD Good thing I made a backup of my folder
  12. So I just copy the include resources line in my meta.xml and I don't need the Icons folder and Puma-Markers.lua which I put in my map folder?
  13. Is there a specific place for it or it doesn't matter if it's in the beggining or at the end of my meta.xml?
  14. Thanks, it works. But how can I get Puma Markers to stay active in my map when i upload it here? (Puma-Markers.rar is not in my map folder) I followed this tutorial.
  15. Hello again Anyone wanna help me with a script for creating teleports through two markers and making the car stop when I go to a certain marker (no matter the speed before)?
  16. I'll move the checkpoints. About weather - which is best for fps? (i don't care what weather my map is with, just not rainy) EDIT : OP updated with fixed map with dark cloudy weather, a little redesign on route and more checkpoints so noone gets lost (still have to look at mini-map, tho).
  17. There were 4,5MB of useless images in there. Removed them and my .txd is 2,05MB Map total size=4,6MB I don't understand why people put images which are not used by the game SDK,Bob_Taylor,AleksCore thank you guys for everything :-) I can finally start adding checkpoints, jumps, etc. Expect my map soon Offtopic : is there something wrong with my other map "Muscle Country Race", because it's still not uploaded (or even not downloaded)?
  18. But I already know all that stuff, the video doesn't say how I can decrease .txd size. FYI, all the images inside my BIG .txd are compressed, so that's done. Dunno why, but colour is still changing on every spawn : I decided to use Cheetah (has nice handling). It should be like this, right? Damn sorry. My fault. It must be server-side. Meta.xml: <script src="car_color.lua" type="server"></script>Thanks, now it works. Awesome :-)
  19. LOL, I just noticed that the customcar.txd is huge (6-7MB). How will I be able to upload my map when map size limit is 5MB? :/ I read that I can edit it with TXD Workshop to make the .txd smaller in size without losing quality, but can't find tutorial on doing it. Anyone got an idea how i can do it? (or just post link to tut)
  20. Dunno why, but colour is still changing on every spawn : I decided to use Cheetah (has nice handling). It should be like this, right? function onEnterVehicle ( theVehicle, seat, jacked ) if getElementModel ( theVehicle ) == 415 then setVehicleColor ( theVehicle, 0, 0, 0, 0 ) setVehicleHeadLightColor ( theVehicle, 255, 0, 0) endendaddEventHandler ( "onPlayerVehicleEnter", root, onEnterVehicle )
  21. OK. About the wheels problem I just found that if I don't edit vehicles.ide on normal SA, the same thing happens (large rear wheels, normal front ones). So I need a script which replaces Bandito's line with 568, bandito, bandito, car, BANDITO, BANDITO, null, ignore, 10, 0, 0, -1, 0.7, 0.7,That way the car will look normal (like on mod's screenshot). https://forum.mtasa.com/viewtopic.php?f=91&t=35990(maybe smth like this, if ImportDATA "Vehicle.ide" function even exists) http://www.gta-modding.com/san_andreas/tutorials/vehicles_ide.html(look at numbers 12,13,14 - all are about wheels size and stuff) We'll worry about a colour script later
  22. I'ts fast upload .... not have to wait long. Administrators are working quickly Guess they're not so quick At least not with my map :'(
  23. Don't worry about handling, bandito's original handling is perfect for this car. Only thing that's buggy are the huge wheels and car colour not being black. Here is my map : Knight-Rider-2000.zip
  24. I tried this way <spawnpoint id="spawnpoint (Bandito) (1)" vehicle="568" posX="424" posY="2438" posZ="16.5" rotX="0" rotY="0" rotZ="0" upgrades="0"></spawnpoint>didn't work. Tried this way <spawnpoint id="spawnpoint (Bandito) (1)" vehicle="568" posX="424" posY="2438" posZ="16.5" rotX="0" rotY="0" rotZ="0" upgrades="0"/></spawnpoint>Nope. Also did this <spawnpoint id="spawnpoint (Bandito) (1)" vehicle="568" posX="424" posY="2438" posZ="16.5" rotX="0" rotY="0" rotZ="0" upgrades="0"/ ></spawnpoint>Gave every possible one and still gets stuck on "opening map..." The thing is that I need to replace the Bandito, because only this way the scanner on the front works (it should move like this). So yeah, that's why I wanna fix the wheels problem on the Bandito and make it always be black.
  25. Car colour doesn't stay black, it changes on every spawn and infernus has original SA wheels (looks weird ) I tried adding -- upgrades="0" /-- at the end of each spawn point in .map file, but that way the map doesn't load at all
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