Race Track Beta (For MTA?)

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Race Track Beta (For MTA?)

Postby [DRuG]Mortal on Tue Feb 26, 2008 3:11 pm

working on this monster tonight, I am an artist, not a:

*MTA admin
*Server Owner
*Coder
*MTA Scripter

So, here is a screen of a long long long test track I made. It is road and barriers on the side, that's it. We can add scenery with generic SA objects. It is in total 1 TXD file of 289kB, a col library of 565kB, and 35 DFF ranging from 63 - 179kB. IPL/IDE data is under ~7kB

Can we stream this in MTA? Anyone up to test it? how should I prepare it? Currently, it is a drag-and-drop install to a map-cleaned SA.

If we can create a workflow, I'll make more, better tracks. This track is fun, it is just LONG and certainly a speed track.

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Re: Race Track Beta (For MTA?)

Postby [DRuG]NikT on Tue Feb 26, 2008 4:39 pm

hmm.. I'm not too good with mta mapping, however, I suspect all that's required is a mod to support server side IPLs, IDEs, DFFs etc... I know it's possible so far with cars, but I haven't seen anything relating to external map objects...


Anyone?


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Re: Race Track Beta (For MTA?)

Postby [DRuG]KillFrenzy on Tue Feb 26, 2008 7:41 pm

As far as I know, replacing objects uses the exact same method as replacing vehicles, with a few extras. You must replace a model ID, the texture of it, and replace the collision file. You can then spawn that model anywhere you like to. I might have a look at it a while later.
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Re: Race Track Beta (For MTA?)

Postby Capsinurass on Fri Feb 29, 2008 5:08 pm

you could just put it into race! i think you can have a lua script running with the .map file. that would prob be the best way. so that when the race unloads it unloads the models too.
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