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SFSE :: SAN FIERRO STUNT EVOLUTION
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SA-MP 0.3.8 - RC
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<blockquote data-quote="ellie" data-source="post: 1108" data-attributes="member: 6"><p style="text-align: center"><p style="text-align: left">Below is the RC for 0.3.8, there is nothing in the pipeline for SF-SE and this update as of yet, but don't worry, there will be some discussion happening as soon as we receive more information on 0.3.8.</p></p> <p style="text-align: center"></p> <p style="text-align: center"> <p style="text-align: left">_________________________________________________________________________________________________________________</p></p> <p style="text-align: center"></p> <p style="text-align: center"> </p> <p style="text-align: center"></p> <p style="text-align: center"> <img src="http://forum.sa-mp.com/images/samp/logo_forum.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"></p> <p style="text-align: center"></p><p></p><p><strong><span style="font-size: 24px">SA-MP 0.3.</span></strong><strong><span style="font-size: 24px"><span style="color: #008000">8</span></span></strong><strong><span style="font-size: 24px"><em> RC </em></span></strong></p><p></p><p>The 0.3.8 version of SA-MP will feature <strong>server-side custom models</strong>. Right now custom objects and custom player skins are supported, with more types planned for the future. Since this feature potentially has a large scope for some servers, 0.3.8 is being placed in to RC early. This gives server owners plenty of time to plan. These new features will take some time to formalise, so be please be patient with the release.</p><p></p><p>Although there are several new security features related to custom models, these are not yet enabled in the current build. Only use the RC version with people you trust as there could be unknown security flaws in GTA:SA's model formats.</p><p></p><p>How custom models work in SA-MP</p><p></p><p>Custom models are stored with the SA-MP server, usually in the 'models' folder. When a player connects, they are given a list of all models used by the server. Players will download models as required and store them by CRC in a 'cache' folder. Every server the player connects to has a seperate model cache. The local cache is located under: <strong>Documents\GTA San Andreas User Files\SAMP\cache</strong> followed by the server's IP.Port.</p><p></p><p>For custom player skins, the player will download all of these at the start of the game, since the game can't be paused to load skins. For objects attached to the player like accessories, these must be downloaded at the start also. For world objects, these will be downloaded depending what virtual world they are in. That means it's possible to have custom worlds that the player would not have to download until they entered the virtual world.</p><p></p><p>Model format</p><p></p><p>The skin format is the same as the game's normal format. Object models require a collision attached to the dff, and this collision has to be attached using the <a href="http://forum.sa-mp.com/showthread.php?t=644075" target="_blank">kdff tool</a>.</p><p></p><p>The main modeling tools for GTA:SA are written for 3dsmax, although there are some other tools available for blender. I have made a short blender export tutorial available <a href="http://forum.sa-mp.com/showthread.php?t=643636" target="_blank">here</a>.</p><p></p><p>Defining custom models in the artconfig.txt file</p><p></p><p>Custom models are currently defined in the server's artconfig.txt file. The line <em>AddCharModel</em> is used to add a new player model, and <em>AddSimpleModel</em> is used to define a custom object, which includes both world objects and objects that will be attached to players as accessories.</p><p></p><p>Other fixes since 0.3.7</p><p></p><p>- The radar outline should now scale properly in widescreen resolutions.</p><p> - A bug introduced to PlayerPlaySound with sound ID 0 should be fixed.</p><p> - Actors should now be able to rotate again.</p></blockquote><p></p>
[QUOTE="ellie, post: 1108, member: 6"] [CENTER][LEFT]Below is the RC for 0.3.8, there is nothing in the pipeline for SF-SE and this update as of yet, but don't worry, there will be some discussion happening as soon as we receive more information on 0.3.8.[/LEFT] [LEFT]_________________________________________________________________________________________________________________[/LEFT] [IMG]http://forum.sa-mp.com/images/samp/logo_forum.gif[/IMG] [/CENTER] [B][SIZE=24px]SA-MP 0.3.[/SIZE][/B][B][SIZE=24px][COLOR=#008000]8[/COLOR][/SIZE][/B][B][SIZE=24px][I] RC [/I][/SIZE][/B] The 0.3.8 version of SA-MP will feature [B]server-side custom models[/B]. Right now custom objects and custom player skins are supported, with more types planned for the future. Since this feature potentially has a large scope for some servers, 0.3.8 is being placed in to RC early. This gives server owners plenty of time to plan. These new features will take some time to formalise, so be please be patient with the release. Although there are several new security features related to custom models, these are not yet enabled in the current build. Only use the RC version with people you trust as there could be unknown security flaws in GTA:SA's model formats. How custom models work in SA-MP Custom models are stored with the SA-MP server, usually in the 'models' folder. When a player connects, they are given a list of all models used by the server. Players will download models as required and store them by CRC in a 'cache' folder. Every server the player connects to has a seperate model cache. The local cache is located under: [B]Documents\GTA San Andreas User Files\SAMP\cache[/B] followed by the server's IP.Port. For custom player skins, the player will download all of these at the start of the game, since the game can't be paused to load skins. For objects attached to the player like accessories, these must be downloaded at the start also. For world objects, these will be downloaded depending what virtual world they are in. That means it's possible to have custom worlds that the player would not have to download until they entered the virtual world. Model format The skin format is the same as the game's normal format. Object models require a collision attached to the dff, and this collision has to be attached using the [URL="http://forum.sa-mp.com/showthread.php?t=644075"]kdff tool[/URL]. The main modeling tools for GTA:SA are written for 3dsmax, although there are some other tools available for blender. I have made a short blender export tutorial available [URL="http://forum.sa-mp.com/showthread.php?t=643636"]here[/URL]. Defining custom models in the artconfig.txt file Custom models are currently defined in the server's artconfig.txt file. The line [I]AddCharModel[/I] is used to add a new player model, and [I]AddSimpleModel[/I] is used to define a custom object, which includes both world objects and objects that will be attached to players as accessories. Other fixes since 0.3.7 - The radar outline should now scale properly in widescreen resolutions. - A bug introduced to PlayerPlaySound with sound ID 0 should be fixed. - Actors should now be able to rotate again. [/QUOTE]
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