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texture-studio's Issues

/mtcolorall Bug

Yo, I just mapped a Map and put on the Object 18981 the Color 0x00FF0000 with using /mtcolorall. That works fine but when I reload the Map, the Objects are loaded without the color. If I use /mtcolor on every object that bug doesnt appear. Hope you can fix it.

Regards

Update plugins

I noticed the plugins have not been updated in ages it should be looked into that everything is brought up to date.

Restrict groups from being edited by other players.

RCON feature. RCON will be able to lock a group ID so that only they can edit.

Maybe allow certain players to edit the groups too.

Commands:

/restrict (restricts group from being edited by all players except the supplied and RCON)
        <Group ID> - Group to restrict.
        <Optional Array: Player ID's> - Players to allow. If none are given only RCON can edit, otherwise only RCON and the given players can edit.
/unrestrict (allows all editing again)
        <Group ID> - Group to unrestrict.

/restrict will reset each time it is called.

In each editing command check for group restriction, like the other macroes.

Restrictions will not be saved.

When an allowed player is disconnected, they will be removed from the allowed list. When they reconnect they will still not be allowed (no accts). They will need to be added again in /restrict.

Administrator Lock

Some kind of personal lock, so others that are online can't edit. When an RCON (this won't have a user system) /lock's editing only he/she will be able to edit anything.

Invisible Texture / Colour

Well, I'd suggest to create a command to set an object's texture / color invisible.
I know it's already possible, but sometimes it's hard to remember the texture / color, so why not just making a simple command?

Something like:

/mtinvisible
will set the index from the object you're currently editing to invisible.

maybe /mtinvisibleall aswell, will set all index id's from the object you're currently editing to invisible.

(Maybe a better cmd name :D)

Should be very simple :)

Basic community mapping models kit

We could possibly ship TS with a small set of useful custom mapping objects.

  • They would be really even measurements, no absurd decimals. This will make mapping and moving objects manually easier.
  • A series of simple shapes and other useful things like platforms, walls, doorways, windows, island sections, mountain sections, logs, etc.
  • Better text planes optimized for /text, the SA-MP ones are not very usefully sized for tiling and stuff.

Remove a specific object by typing in a radius

I'd suggest a command to remove a specific object with the possibility to put in a range in meters.
Let's say I delete a tree object and put in a range of 500, then all trees with the same object id are going to be removed in a 500m radius range from current position of the player.

Let's say in our example above 100 trees are going to be deleted in a 500m radius. If you'd export now the map, it shouldn't give us 100 RemoveBuilding Lines, it should make it automatically as a loop. You know what I mean

Old commands in /thelp

Hi,

there are same old (doesn't exist) commands like /setindex and there are missing new commands like /showtext3d /hidetext3d

New parameter on the text command, <index>

Typically you only need to edit index 0, and when that's not the case you can usually use a plane for text. The planes are better than most other cases anyways.

However, there have been some cases where I felt editing another index would be more sufficient.

There are also some competitors in town that allow editing all indexes.


I also think I might add parameters for the other stuff, they could be useful in binds... Like this one:

/cobject <model>
/text <index> <toggle> <text> <font> <font size (the definition index)> <text size> <bold> <font color> <back color> <alignment (0, 1, 2, L, C, or R)>

Flymode Messages

If you go into /flymode, following messages appear:

[02:39:15] You have created a new map

[02:39:17](1207.7, -1333.7, 13.3) - (0.9, -0.0, -0.1) - (6817.6, -7536.0, -1001.3)

[02:39:18](1208.0, -1333.9, 13.3) - (0.9, -0.0, -0.1) - (6817.9, -7536.3, -1001.4)

[02:39:18](1208.5, -1334.5, 13.2) - (0.9, -0.0, -0.1) - (6818.4, -7536.9, -1001.5)

[02:39:18](1209.2, -1335.3, 13.1) - (0.9, -0.0, -0.0) - (7031.7, -7482.8, -378.4)

[02:39:18](1210.2, -1336.3, 13.0) - (0.9, -0.0, -0.0) - (7060.9, -7450.8, -424.3)

[02:39:18](1211.5, -1337.7, 12.9) - (0.9, -0.1, 0.1) - (5846.6, -8340.2, 873.7)

[02:39:18](1212.5, -1339.3, 13.1) - (0.9, -0.2, 0.3) - (5524.1, -8189.7, 1813.4)

[02:39:18](1213.5, -1340.8, 13.5) - (0.9, -0.2, 0.2) - (6824.1, -2677.4, 1667.1)

[02:39:18](1215.9, -1341.4, 14.2) - (0.9, -0.2, 0.1) - (6983.4, -2715.3, 935.6)

[02:39:18](1218.9, -1342.1, 14.7) - (0.8, -0.4, 0.0) - (6568.3, -4050.4, 235.3)

[02:39:19](1222.4, -1343.9, 14.8) - (0.8, -0.4, 0.0) - (6528.7, -4133.2, 266.0)

[02:39:19](1226.2, -1345.8, 15.0) - (0.8, -0.4, 0.0) - (6479.9, -4228.5, 312.1)

[02:39:19](1226.2, -1345.8, 15.0) - (0.8, -0.4, 0.0) - (6479.9, -4228.5, 312.1)

[02:39:20](1226.5, -1346.0, 15.0) - (0.8, -0.4, 0.0) - (6480.2, -4228.7, 312.1)

[02:39:20](1227.1, -1346.4, 15.1) - (0.8, -0.4, 0.0) - (6480.9, -4229.0, 312.1)

[02:39:20](1228.2, -1346.9, 15.1) - (0.8, -0.4, 0.0) - (6481.9, -4229.6, 312.2)

[02:39:20](1229.5, -1347.6, 15.2) - (0.8, -0.4, 0.0) - (6483.2, -4230.3, 312.3)

[02:39:20](1231.1, -1348.5, 15.3) - (0.8, -0.4, 0.0) - (6484.8, -4231.2, 312.4)

[02:39:20](1232.7, -1349.4, 15.4) - (0.8, -0.4, 0.0) - (6486.5, -4232.1, 312.5)

[02:39:20](1234.5, -1350.4, 15.5) - (0.8, -0.4, 0.0) - (6488.3, -4233.1, 312.6)

[02:40:02](1236.4, -1351.5, 15.6) - (0.8, -0.4, 0.0) - (6454.8, -4302.0, 266.8)

[02:40:02](1236.7, -1351.6, 15.6) - (0.8, -0.4, 0.0) - (6455.1, -4302.1, 266.8)

[02:40:02](1237.4, -1352.0, 15.6) - (0.8, -0.4, 0.0) - (6455.8, -4302.5, 266.8)

AMX Backtrace: "Heap underflow"

Hi, I found a mistake with this filterscript, when I open the server on 0.3.7, the console say following error:

[debug] AMX backtrace:
[debug] Run time error 8: "Heap underflow"
[debug]  Heap pointer (HEA) is 0x1, heap bottom (HLW) is 0x262FE44

Because this, the commands don't work ("SERVER: Unknown error.").
However, sometimes this debug don't appear, but when i join the server, the console spamming this AMX Backtrace.

/avnewcar parameters

The list of the vehicles must be split in 2 ore more, because the list end at id 540.
That means you cant create any vehicle above id 540..

Add RZ to Objectometry orientation.

I've had a lot of problems with the Z rotation not being included in the OBM orientation. I noticed how important it was when I couldn't rotate an object the way I wanted it to be using X and Y. I thought it was just me so I never thought it was much use to anyone else, then today someone asked about it and I decided to update it.

I plan on having 1.8 be a larger update so I'll add it to the 1.8 milestone.

Clone Building Command

Hi, I'm suggesting a simple command, similar to /swapbuilding with one exception.
It creates the object on the exact position the GTA Object is located at, but it wont delete the GTA Objects.
Useful to clone trees and buildings to keep same height etc..

Recent commands buffer to bind.

  • Implement a recent command buffer
  • Save each command executed to it (push old ones away)
  • Add /bindrecent (or something similar) command with a parameter to specify how many commands will be added to the bind.

I figure this would be great with the new 'local input' system's bind shortcuts.

New Vehicle Command

Yo, would be very cool if we would be able to add and remove again the Sirene Sound which got added in 0.3.7.

Simple file explorer for /loadmap.

Going to make /loadmap a bit more advanced. It will show directories, be able to open them, and be able to go back levels. Just like nay other generic explorer.

Dialog layout

// In the root of Saved Maps
Directory1
Directory2
Directory3
File1
File2
File3

// In Directory1
...
Directory1
File1
File2
File3

Obviously the ... will go back to the parent of the current folder, each directory will be openable, each file is as selectable as ever.

Group object editing improvement

Use the LAST update position to save group edits there is a bug in SA-MP that causes the update to not update the last position once a object has stopped moving.

Temporary vehicles

Regarding a suggestion by ipsLeon (aka. n0minal, right?), which was the ability to destroy vehicles created by the fsdebug filterscript, I will just add a temporary vehicle system to replace that.

It may just be a simple command that will create a vehicle facing the direction you are, put you in it, and automatically destroy it once you exit. @ipsLeon give me your opinion on this take.

Maybe /tcar?

Convert all y_hooks to HM7.

I found this to be the easiest way to get closer to YSI 4.

There are many mixed hooks in TStudio (darn you @Pottus), I think that's why it's getting thrown off so much.

Also, Pottus, what's with all of the OnGameModeInit backup hooks?

Run time error 19: "File or functions is not found" db_get_result_mem_handle

When I start the samp-server opens normal but appear some messages.

[23:05:21] Loading plugin: crashdetect
[23:05:21] CrashDetect v4.15.1 is OK.
[23:05:21] Loaded.
[23:05:21] Loading plugin: sscanf
[23:05:21] ===============================
[23:05:21] sscanf plugin loaded.
[23:05:21] Version: 2.8.1
23:05:21 2012 Alex "Y_Less" Cole
[23:05:21] ===============================
[23:05:21] Loaded.
[23:05:21] Loading plugin: streamer
*** Streamer Plugin v2.7.2 by Incognito loaded ***
[23:05:21] Loaded.
[23:05:21] Loading plugin: filemanager
[23:05:21] ******************
[23:05:21] ** FILE MANAGER **
[23:05:21] ** Loaded **
[23:05:21] ** Version 1.5 **
[23:05:21] ******************
[23:05:21] Loaded.
[23:05:21] Loaded 4 plugins.
[23:05:22] Filterscripts
[23:05:22] ---------------
[23:05:22] Loading filterscript 'tstudio.amx'...
[23:05:22] [debug] Run time error 19: "File or function is not found"
[23:05:22] [debug] db_get_result_mem_handle
[23:05:22] Loading filterscript 'fsdebug.amx'...


  • SA:MP DEBUG 0.2 *
    [23:05:22] * By Simon Campbell *
    [23:05:22] * Version: 0.5d *
    [23:05:22] * -- LOADED *

[23:05:22] Loaded 2 filterscripts.

[23:05:22] [debug] Run time error 19: "File or function is not found"
[23:05:22] [debug] db_get_result_mem_handle
[23:05:22]
/-----------------------------------
[23:05:22] |=====[TS Base GameMode Loaded]=====|
[23:05:22] -----------------------------------/

[23:05:22] Number of vehicle models: 0
[23:05:52] [connection] 25.11.74.202:62406 requests connection cookie.
[23:05:53] Incoming connection: 25.11.74.202:62406 id: 0
[23:05:53] [join] uKeLeeK_Miller has joined the server (0:25.11.74.202)
[23:05:53] [debug] Run time error 19: "File or function is not found"
[23:05:53] [debug] db_get_result_mem_handle
[23:05:53] [debug] Run time error 19: "File or function is not found"
[23:05:53] [debug] db_get_result_mem_handle
...

And even then I enter in the editor, but when you put the commands does not work says: unknown command. Help me please.

Interiorid & VirtualWorld

Hi,

I think this will be really useful. Should you add VirtualWorld and Interiorid parameter in export? But let it as string. Because I love readability. So I have maps with interoir in define for easy way to change it like #define BANK_INT 30 or #define EVENT_VW 11.

Cheers

Per object draw distance and object notes.

-Command to change the Draw Distance of the whole Map.
It's really a huge work to change every object's stream distance from 300 to another one if you got more than 100 objects.

-Command to change the Draw Distance of a specific Object.
Will be very useful. It's ultra annoying to search in the Script an object you want to stream more than 300 meters, and this will become very shitty when you got that object more than 100 times.

-Command to comment a specific Object
Useful for many things.

-Command to delete Prefabs.
Useful to keep the list clean and also cool that it's possible ingame.

-Command to rename Prefabs.
Not very necessary but could be useful and shouldn't be hard since you also managed to create a command to change Mapnames.

/editobject BUG ( STILL HELP WANTED )

*** I WAS ALREADY TRYIED WITH GITHUB VERSION ***
So i have a bug, when i type /editobject and end the editing, whenever i try example /clone, it says that i'm in editin mode alredy, i transfered my working TS (1.9) to my new PC and it also won't work, on old PC everything works fine, only problem is that plugins wouldn't load first time until i updated them, now only crashdetect won't load... :(

.log

Loaded log file: "server_log.txt".

SA-MP Dedicated Server

v0.3.7-R2, (C)2005-2015 SA-MP Team

[20:32:48]
[20:32:48] Server Plugins
[20:32:48] --------------
[20:32:48] Loading plugin: crashdetect
[20:32:48] Failed.
[20:32:48] Loading plugin: sscanf
[20:32:48]

[20:32:48] ===============================

[20:32:48] sscanf plugin loaded.

[20:32:48] Version: 2.8.2

[20:32:48] (c) 2012 Alex "Y_Less" Cole

[20:32:48] ===============================

[20:32:48] Loaded.
[20:32:48] Loading plugin: streamer
[20:32:48]

*** Streamer Plugin v2.9.2 by Incognito loaded ***

[20:32:48] Loaded.
[20:32:48] Loading plugin: filemanager
[20:32:48] ******************
[20:32:48] ** FILE MANAGER **
[20:32:48] ** Loaded **
[20:32:48] ** Version 1.5 **
[20:32:48] ******************
[20:32:48] Loaded.
[20:32:48] Loaded 3 plugins.

[20:32:48]
[20:32:48] Filterscripts
[20:32:48] ---------------
[20:32:48] Loading filterscript 'tstudio.amx'...
[20:32:48]
[20:32:48]
[20:32:48]
[20:32:48] =======================================
[20:32:48] | |
[20:32:48] | YSI version 3.09.0684 |
[20:32:48] | By Alex "Y_Less" Cole |
[20:32:48] | |
[20:32:48] =======================================
[20:32:48]
[20:32:48]
[20:32:48]
[20:32:48] LOADED 9065 texture definitions
[20:32:48] ----------------------------------------------
[20:32:48] ----Texture Studio By [uL]Pottus and Crayder--
[20:32:48] ------------------------------------Loaded----
[20:32:48] Loading filterscript 'fsdebug.amx'...
[20:32:48]


  • SA:MP DEBUG 0.2 *
    [20:32:48] * By Simon Campbell *

[20:32:48] * Version: 0.5d *


[20:32:48] * -- LOADED *


[20:32:48] Loaded 2 filterscripts.

[20:32:48]
/-----------------------------------
[20:32:48] |=====[TS Base GameMode Loaded]=====|
[20:32:48] *-----------------------------------*/

[20:32:48] Number of vehicle models: 0
[20:33:19] [connection] 127.0.0.1:57487 requests connection cookie.
[20:33:20] [connection] incoming connection: 127.0.0.1:57487 id: 0
[20:33:20] [join] Nobody_Admin has joined the server (0:127.0.0.1)
[20:33:41] SQLitei Error: (db_query) Invalid persistent database given (80000002).
[20:33:41] SQLitei Error: (db_query) Invalid persistent database given (80000002).
[20:36:49] SQLitei Error: (db_query) Invalid persistent database given (80000002).
[20:36:49] SQLitei Error: (db_query) Invalid persistent database given (80000002).
[20:37:02] [part] Nobody_Admin has left the server (0:1)

Command to hide the numbers Index

I've looked and I can't find a command that causes the Index numbers disappear, because when importing a map the numbers appears and begins the lag. If this command does not exist, the next update it would be possible to add it ?

Sorry for my bad English. I am Brazilian =D

[BUG] Exported Vehicles with Attached Objects

It's the first time that I do have this bug, I don't know why.
When I created these vehicles on tstudio, they do look alright. On each side of the vehicle, the text appear correctly.

Screenshot:

[img]http://i.imgur.com/qU9kgmc.jpg[/img]

But if I export the vehicles and add them to my script, they do look like this:

Screenshot:

[img]http://i.imgur.com/YJSzrMg.jpg[/img]

In case it's not clear:

The text is created 2 times on the same side, while the other side is blank.
The object which is in the wrong place, is rotated correctly, just not at the correct position..

YSI 3 to YSI 4

All I did was update the streamer include and plugin, when I hit compile and wait about 5 minutes (because the total compile time is like 13 minutes on my computer) I get the following errors and warnings:

tstudio\gui\guihook.pwn(9) : error 004: function "OnPlayerClickPlayerTD" is not implemented
tstudio\groups.pwn(102) : warning 200: symbol "@yH_OnPlayerSelectDynamicObject" is truncated to 31 characters
tstudio\groups.pwn(102) : warning 200: symbol "@yH_OnPlayerSelectDynamicObject" is truncated to 31 characters
tstudio\vehicles.pwn(45) : error 021: symbol already defined: "VehicleNames"
F:\SA-MP Servers\Texture Studio\filterscripts\tstudio.pwn(670) : warning 200: symbol "@yH_OnPlayerEditDynamicObject@0" is truncated to 31 characters
F:\SA-MP Servers\Texture Studio\filterscripts\tstudio.pwn(670) : warning 200: symbol "@yH_OnPlayerEditDynamicObject@0" is truncated to 31 characters
F:\SA-MP Servers\Texture Studio\filterscripts\tstudio.pwn(816) : warning 200: symbol "@yH_OnPlayerClickPlayerTextDraw" is truncated to 31 characters
F:\SA-MP Servers\Texture Studio\filterscripts\tstudio.pwn(816) : warning 200: symbol "@yH_OnPlayerClickPlayerTextDraw" is truncated to 31 characters

RunTime

I want to write this program. However, there is a runtime error, and it appears as shown in the picture below. I want to know a solution.
runtime

/showtext3d [radius]

Would be very useful to only show 3dtext in a certain radius. If parameter is not defined, then just show all 3dtext.

Vehicle Commands

Hey, I am missing a few commands for vehicle editing:

-Ability to attach a Group of Objects to a vehicle
-Ability to clone Objects from a vehicle.

-Vehicle Prefabs. Useful to be able to create any vehicle in any map.

Map Angle Library

I've started implementing it already, just haven't had much time to play with it much.

Save Group IDs

Hey, I'd like to suggest that Groups you set inside a Map should save and reload after you reload a Map.

Why?

I work a lot with Group IDs and I like to split different objects in groups, so I can work with them better.
Example:

Group 0 - Roof
Group 1 - Floor
Group 2 - Walls

and it's quite annoying that I have to add all objects again when I reload the Map. (After a Map reload the Groups are reset to 0)

Texture tags and categorizing

Hey there,
I feel like texture studio could really use some way of tagging certain textures and then searching for said tags, currently texture array is rather random (you'd see a window, then a wall, then some sign, then some road texture and so on) and I would really love to see say 20 wall textures at the same time when looking for a brick wall, I know it's already possible using theme textures, however I feel like a collaboration on this (so you wouldn't have to do all the work) could easily lead to implementation of this feature and at the same time make a proper categorized list for mappers with not much work from a single person.
You could basically allow player tagging to textures, allow them to contribute to the project by putting them in another repository, reviewing them and accepting proper ones.
after awhile you'd have enough raw-data to make those categories, easing every mapper's life.

Add planes to Objectmetry.

Well my idea is to use hsep for X-axis distance, and vsep for Y-axis. I don't know however how I will go about the limits, since currently that's done using radius and degrees, in which neither would apply here.

I may just add a completely new dialog scheme for prisms (since the cylinders have this mostly covered it'll be mainly for rectangular prisms), planes, and other shapes such as pyramids and 2d shapes.

Map Settings Table

Yo, small suggestion rather than using always /ogoto to go to the Map. You can set a specific Spawn on every Map and you can teleport to it without beeing in flymode using /mgoto (/mapgoto)

1.9 Test Results

Hi, I'll mention things here which are NOT working, which mean all other things I've tested were working fine.

Note command:

  • What is the use of this command? I thought it's to add a note for every object you create, if this is the case, then it's not working properly. I've created 2 Objects: 19377 & 19372. I've set a note on 19377 Index 0 Hello, and if I set another note on 19372 Object, the other note gets replaced. So it mean, you can have maximum 1 note for all Objects..
  • /setspawn & gotomap are working, but it's not saving. It should save obviously..
  • Default server commands are not working if tstudio is loaded - please fix.
  • Server crashed when I've tried to repeat command with holding ALT and pressing Crouch
    Crash Information:

[22:06:15] Filterscript 'tstudio.amx' loaded.
[22:06:16] [chat] [[LnD]JustMe.77]: t
[22:06:30] [debug] Server crashed while executing tstudio.amx
[22:06:30] [debug] AMX backtrace:
[22:06:30] [debug] #0 00000014 in public OnPlayerKeyStateChange () from tstudio.amx
[22:06:31] [debug] Native backtrace:
[22:06:31] [debug] #0 6df88028 in ?? () from plugins\crashdetect.DLL
[22:06:31] [debug] #1 6df809c7 in ?? () from plugins\crashdetect.DLL
[22:06:31] [debug] #2 6df8631a in ?? () from plugins\crashdetect.DLL
[22:06:31] [debug] #3 0fed2930 in ?? () from plugins\YSF.DLL
[22:06:31] [debug] #4 0046b6c8 in ?? () from samp-server.exe
[22:06:31] [debug] #5 004837a5 in ?? () from samp-server.exe

  • /avsiren is working, but you can't toggle siren even it's saying it has been toggled.
  • Old Maps are loading, but with completely wrong textures (I hope my map is not fucked up)

/avclonecar "Bug"

Yo, it ain't really a bug, but it clones everything except car colors and maybe (not tested) car tuning too.

Easy to fix, do it in the next version :P

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