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Custom models support continued

Continuing our previous custom models post, that was posted a while ago, about custom vehicle modifications.. we continued our development on dynamic and scripted custom models importing, which yielded the following results.

1

5

3

This is the result of few hours of coding, and some poor map placement done by me (find the glitches!).. but the result is statisfying.

The dynamically imported level model you can see here may be recognized by a of you. The map is called dm_aztec, which is inspired by the de_aztec map that can be found in Counter-Strike: Source. It's an implementation of the map as part of the MTA:Revolution model pack, by ParoXum .

We got everything (.col, .dff and .txd support) working, as you can see. The visual effects can still be a bit harsh, but we should be able to get those working perfectly fine.

This was done entirely inside MTA, without the need of any file replacements or application restarts. The level models (to be sent to all players whenever the map loads) are actually 4 dynamic objects inside the game which can be manipulated, and be model-changed at any time.

Edit: Please note that the build dates on these pictures don't represent the build date. You'll see that previous screenshots from us contain the same build number, as it's not automatically updated on our machines.

P.S: Don't fall into the trap of believing people who comment 'my friend who is on the team told me its been abandoned' or people posting as MTA Dev/QA Team, the team roster can be found on the 'the mta team' link, you will also notice when a proper team member posts, he will have a post count attached to his comment, its just kiddies who have nothing better to do with their time.


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Showing comments 1 to 10 of 244 | Next | Last
MagZu
Comment
Re:
Reply #244 on : Mon May 07, 2007, 01:18:51
Awsome!
can't wait till mta comes out.. there will be soo much good features like the custom modell thing it will be sooo coool!!
MrCeek
Comment
Re:
Reply #243 on : Mon May 07, 2007, 01:24:38
omg.....amazing
NIR_ThatGuy
Comment
Re:
Reply #242 on : Mon May 07, 2007, 01:26:07
That is freakin sweet!
zion
Comment
OMG!
Reply #241 on : Mon May 07, 2007, 01:35:44
Cant wait. Way to go mta ^^
JohnyArt
Comment
Re:
Reply #240 on : Mon May 07, 2007, 02:05:44
Cool, good idea!!!
Monopato
Comment
Re:
Reply #239 on : Mon May 07, 2007, 02:15:50
HOLY COW!
Keep up the amazing work dudes!
uh
Comment
uh
Reply #238 on : Mon May 07, 2007, 02:25:41
Watching the MTA development is like watching a child write something on a piece of paper and tell you he's doing his homework, but without ever showing you what's on the paper and then throwing the paper away in the end.
FaulkenWulf
Comment
Re:
Reply #237 on : Mon May 07, 2007, 03:13:33
Dear "uh",
In case you haven't realized, development takes time. Features aren't done overnight. If you don't like how MTA is doing there job, go out an make something better. Cause obviously, if they're just a child incapable of completing their assignment, that makes you their parrent in the context of your post-- and parents are expect to know more then the child. So let's see whta you can bring to the table. And if you can't, then just keep quiet.

As far as the actual post: Love the progress. It is amazing to see how many awesome features are being added to the mod. The dynamic model manipulation, creation, and (I presume) saving, are going to be wonderful to all those who are interested in making multiplayer mods.

Keep up the good work. :)
Lander
Comment
Re:
Reply #236 on : Mon May 07, 2007, 04:24:56
Nice Work guys

Any date of release???????
Motorhead
Comment
Fucking awesome
Reply #235 on : Mon May 07, 2007, 04:25:43
^ the subject ^

gogogogogo MTA
Showing comments 1 to 10 of 244 | Next | Last