[YARDIM] Kar Scripti Sorunu

0 Üye ve 1 Ziyaretçi konuyu incelemekte.

Çevrimdışı #ScottCoder

  • Acemi Üye
  • *
    • İleti: 107
  • 👑 AXE FREEROAM 👑
: 16 Aralık 2017, 19:42:34
Arkadaşlar sorunum kar shaderini açınca orjinal radara geçmesi ben radarın degismemesini istiyorum.
Kod: lua
--
-- c_snow_ground.lua
--


local helpMessage = "F7 to turn off ground snow"
local helpMessageTime = 4000
local helpMessageY = 0.2

local bEffectEnabled
local noiseTexture
local snowShader
local treeShader
local naughtyTreeShader

----------------------------------------------------------------
----------------------------------------------------------------
-- Effect switching on and off
----------------------------------------------------------------
----------------------------------------------------------------

--------------------------------
-- onClientResourceStart
-- Auto switch on at start
--------------------------------
addEventHandler( "onClientResourceStart", resourceRoot,
function()
triggerEvent( "switchGoundSnow", resourceRoot, true )
end
)

--------------------------------
-- Command handler
-- Toggle via command
--------------------------------
function toggleGoundSnow()
triggerEvent( "switchGoundSnow", resourceRoot, not bEffectEnabled )
end
addCommandHandler('groundsnow',toggleGoundSnow)
addCommandHandler('Toggle ground snow',toggleGoundSnow)
bindKey("F7","down","Toggle ground snow")


--------------------------------
-- Switch effect on or off
--------------------------------
function switchGoundSnow( bOn )
if bOn then
enableGoundSnow()
else
disableGoundSnow()
end
end
addEvent( "switchGoundSnow", true )
addEventHandler( "switchGoundSnow", resourceRoot, switchGoundSnow )


----------------------------------------------------------------
----------------------------------------------------------------
-- Effect clever stuff
----------------------------------------------------------------
----------------------------------------------------------------
local maxEffectDistance = 250 -- To speed up the shader, don't use it for objects further away than this

-- List of world texture name matches
-- (The ones later in the list will take priority)
local snowApplyList = {
"*", -- Everything!
}

-- List of world textures to exclude from this effect
local snowRemoveList = {
"", -- unnamed

"vehicle*", "?emap*", "?hite*", -- vehicles
"*92*", "*wheel*", "*interior*", -- vehicles
"*handle*", "*body*", "*decal*", -- vehicles
"*8bit*", "*logos*", "*badge*", -- vehicles
"*plate*", "*sign*", -- vehicles
"headlight", "headlight1", -- vehicles

"shad*", -- shadows
"coronastar", -- coronas
"tx*", -- grass effect
"lod*", -- lod models
"cj_w_grad", -- checkpoint texture
"*cloud*", -- clouds
"*smoke*", -- smoke
"sphere_cj", -- nitro heat haze mask
"particle*", -- particle skid and maybe others
"*water*", "sw_sand", "coral", -- sea
}

local treeApplyList = {
"sm_des_bush*", "*tree*", "*ivy*", "*pine*", -- trees and shrubs
"veg_*", "*largefur*", "hazelbr*", "weeelm",
"*branch*", "cypress*",
"*bark*", "gen_log", "trunk5",
"bchamae", "vegaspalm01_128",

}

local naughtyTreeApplyList = {
"planta256", "sm_josh_leaf", "kbtree4_test", "trunk3", -- naughty trees and shrubs
"newtreeleaves128", "ashbrnch", "pinelo128", "tree19mi",
"lod_largefurs07", "veg_largefurs05","veg_largefurs06",
"fuzzyplant256", "foliage256", "cypress1", "cypress2",
}

--------------------------------
-- Switch effect on
--------------------------------
addEventHandler( "onClientResourceStart", resourceRoot,
function()
end
)

function enableGoundSnow()
if bEffectEnabled then return end
-- Version check
if getVersion ().sortable < "1.1.1-9.03285" then
outputChatBox( "Resource is not compatible with this client." )
return
end

snowShader = dxCreateShader ( "snow_ground.fx", 0, maxEffectDistance )
treeShader = dxCreateShader( "snow_trees.fx" )
naughtyTreeShader = dxCreateShader( "snow_naughty_trees.fx" )
sNoiseTexture = dxCreateTexture( "smallnoise3d.dds" )

if not snowShader or not treeShader or not naughtyTreeShader or not sNoiseTexture then
--outputChatBox( "Could not create shader. Please use debugscript 3" )
return nil
end

-- Setup shaders
dxSetShaderValue( treeShader, "sNoiseTexture", sNoiseTexture )
dxSetShaderValue( naughtyTreeShader, "sNoiseTexture", sNoiseTexture )
dxSetShaderValue( snowShader, "sNoiseTexture", sNoiseTexture )
dxSetShaderValue( snowShader, "sFadeEnd", maxEffectDistance )
dxSetShaderValue( snowShader, "sFadeStart", maxEffectDistance/2 )

-- Process snow apply list
for _,applyMatch in ipairs(snowApplyList) do
engineApplyShaderToWorldTexture ( snowShader, applyMatch )
end

-- Process snow remove list
for _,removeMatch in ipairs(snowRemoveList) do
engineRemoveShaderFromWorldTexture ( snowShader, removeMatch )
end

-- Process tree apply list
for _,applyMatch in ipairs(treeApplyList) do
engineApplyShaderToWorldTexture ( treeShader, applyMatch )
end

-- Process naughty tree apply list
for _,applyMatch in ipairs(naughtyTreeApplyList) do
engineApplyShaderToWorldTexture ( naughtyTreeShader, applyMatch )
end

-- Init vehicle checker
doneVehTexRemove = {}
vehTimer = setTimer( checkCurrentVehicle, 100, 0 )
removeVehTextures()

-- Flag effect as running
bEffectEnabled = true

showHelp()
end

--------------------------------
-- Switch effect off
--------------------------------
function disableGoundSnow()
if not bEffectEnabled then return end

-- Destroy all elements
destroyElement( sNoiseTexture  )
destroyElement( treeShader )
destroyElement( naughtyTreeShader )
destroyElement( snowShader )

killTimer( vehTimer )

-- Flag effect as stopped
bEffectEnabled = false
end


----------------------------------------------------------------
-- removeVehTextures
-- Keep effect off vehicles
----------------------------------------------------------------
local nextCheckTime = 0
local bHasFastRemove = getVersion().sortable > "1.1.1-9.03285"

addEventHandler( "onClientPlayerVehicleEnter", root,
function()
removeVehTexturesSoon ()
end
)

-- Called every 100ms
function checkCurrentVehicle ()
local veh = getPedOccupiedVehicle(localPlayer)
local id = veh and getElementModel(veh)
if lastveh ~= veh or lastid ~= id then
lastveh = veh
lastid = id
removeVehTexturesSoon()
end
if nextCheckTime < getTickCount() then
nextCheckTime = getTickCount() + 5000
removeVehTextures()
end
end

-- Called the players current vehicle need processing
function removeVehTexturesSoon ()
    nextCheckTime = getTickCount() + 200
end

-- Remove textures from players vehicle from effect
function removeVehTextures ()
if not bHasFastRemove then return end

local veh = getPedOccupiedVehicle(localPlayer)
if veh then
local id = getElementModel(veh)
local vis = engineGetVisibleTextureNames("*",id)
-- For each texture
if vis then
for _,removeMatch in pairs(vis) do
-- Remove for each shader
if not doneVehTexRemove[removeMatch] then
doneVehTexRemove[removeMatch] = true
engineRemoveShaderFromWorldTexture ( snowShader, removeMatch )
end
end
end
end
end


----------------------------------------------------------------
-- Help message
----------------------------------------------------------------
function showHelp()
if bShowHelp ~= nil then return end
bShowHelp = true
helpStartTime = getTickCount()
setTimer( function() bShowHelp=false end, helpMessageTime, 1 )
end

addEventHandler( "onClientRender", root,
function ()
if bShowHelp then
local age = getTickCount() - helpStartTime
if ( age > helpMessageTime - 256 ) then
age = helpMessageTime - age
end
age = math.min(math.max(0,age),255)
local sx, sy = guiGetScreenSize()
dxDrawText(helpMessage, sx/2-3, sy*helpMessageY, sx/2+2, 0, tocolor(0, 0, 0, age), 3, 'default', 'center' )
dxDrawText(helpMessage, sx/2+3, sy*helpMessageY, sx/2+2, 0, tocolor(0, 0, 0, age), 3, 'default', 'center' )
dxDrawText(helpMessage, sx/2, sy*helpMessageY, sx/2, 0, tocolor(255, 255, 0, age), 3, 'default', 'center' )
end
end
)


----------------------------------------------------------------
-- Unhealthy hacks
----------------------------------------------------------------
_dxCreateShader = dxCreateShader
function dxCreateShader( filepath, priority, maxDistance, bDebug )
priority = priority or 0
maxDistance = maxDistance or 0
bDebug = bDebug or false

-- Slight hack - maxEffectDistance doesn't work properly before build 3236 if fullscreen
local build = getVersion ().sortable:sub(9)
local fullscreen = not dxGetStatus ().SettingWindowed
if build < "03236" and fullscreen then
maxDistance = 0
end

return _dxCreateShader ( filepath, priority, maxDistance, bDebug )
end
« Son Düzenleme: 16 Aralık 2017, 20:12:11 Gönderen: Narkoz »
 


MTASATURK

[YARDIM] Kar Scripti Sorunu
« : 16 Aralık 2017, 19:42:34 »

Çevrimdışı MarkeloF

  • Admin
  • *
    • İleti: 901
  • Maybe later.
Yanıtla #1 : 16 Aralık 2017, 21:01:34
Özelden atıyorum.
« Son Düzenleme: 16 Aralık 2017, 22:12:25 Gönderen: MarkeloF »
 


Çevrimdışı #ScottCoder

  • Acemi Üye
  • *
    • İleti: 107
  • 👑 AXE FREEROAM 👑
Yanıtla #2 : 17 Aralık 2017, 00:06:21
Linki görebilmek için Kayıt olun yada Giriş yapın.
Özelden atıyorum.

Atmadın :/
 


Çevrimdışı MarkeloF

  • Admin
  • *
    • İleti: 901
  • Maybe later.
Yanıtla #3 : 17 Aralık 2017, 00:19:34
İletiyi hazırladım ama göndermeyi unuttum :D :P Pc geçince atacağım.