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Crayder
25/01/2015, 07:36 AM
We should all post our object suggestions here.

Here's mine!

Geometrical Building Figures

Cubes, Prisms, and Spheres...
The cube sizes could be 1x1, 3x3, and 5x5.
The (rectangular) prism sizes could be 2x2x4, 3x3x6, and 5x5x10.
The sphere radii could be 0.5, 2, 3, and 10.

They should have double-sided faces, so there is textures inside and out.

dominik523
25/01/2015, 08:28 AM
Maybe some mountain objects that would end on the same level as current modular island objects so you can create islands which would not be plain too much.

T-N-Z
25/01/2015, 08:40 AM
More enterable buildings in San Fierro.

kristo
25/01/2015, 09:06 AM
These could be easily included: http://forum.sa-mp.com/showthread.php?t=486455

An empty Air Traffic Control tower would also be nice.

Matess
25/01/2015, 09:21 AM
More enterable buildings in San Fierro.

Maybe soon:
# 19598 = Reserved for SF Building 1
# 19599 = Reserved for SF Building 1 Insides
# 19600 = Reserved for SF Building 1 Land

Patrik356b
25/01/2015, 11:55 AM
More enterable skyscrapers and office buildings in Las Venturas

More animals, modular roads without railings and modular road intersections

n0minal
25/01/2015, 02:12 PM
Animals should be perfect for sa-mp, a lot of servers use it, anyways i think the guys will not insert more objects before newlier versions... I really love this objects, Matite have very good ideas which keep originality of GTA in SA-MP, i like it, extracting original objects from original objects.

Luis-
25/01/2015, 04:05 PM
I was checking the GamerX img file, and there's still a few objects i'd like to see implemented into SA-MP.

Dredd
25/01/2015, 04:08 PM
I think SA-MP objects should be downloadble, Imagine you have a server with a costum.img and when the client tries to enter the server he would download the costum.img, this would be amazing.

*coughs* multi theft auto [MTA] *coughs*

n0minal
25/01/2015, 04:16 PM
I was checking the GamerX img file, and there's still a few objects i'd like to see implemented into SA-MP.

Yes me too, but a lot of them wasn't made by Matite, so he will not put it on SA-MP :/

Anyways i saw some medical objects on GamerX like Medkits, syringe and a lot of stuff that i really like to see in SA-MP...

CalvinC
25/01/2015, 04:19 PM
I think SA-MP objects should be downloadble, Imagine you have a server with a costum.img and when the client tries to enter the server he would download the costum.img, this would be amazing.

Viruses can be distributed, huge files that can take tons of years can be distributed and probably more can be put in such a file.

We have decided against allowing servers to send clients files for several reasons. One main reason is that it's much harder to ensure client security. I feel reasonably safe connecting to any SA-MP server. I would not feel that way if the server was able to install textures, scripts, models in to my game. The original game was designed only for single player, and it does very little in the way of security checking on custom files. This is a difficult thing for non-programmers to understand. Another reason why we don't allow custom files to be installed is because we really want this mod to be San Andreas Multiplayer and nothing else. SA-MP is not really a framework to create your own game.

Patrik356b
25/01/2015, 04:19 PM
Yes me too, but a lot of them wasn't made by Matite, so he will not put it on SA-MP :/

Anyways i saw some medical objects on GamerX like Medkits, syringe and a lot of stuff that i really like to see in SA-MP...

Agreed.

Crayder
25/01/2015, 06:14 PM
I think the road intersections should be textured differently. Like; the fourway would have yellow lines crossing and the three way would have 1 line across and one going from the other opening. Or More realistically, no lines at all on intersections (or add white line borders).

Cross - 4 Way
|-----------|
| | |
|-----------|
| | |
|-----------|

T-3 Way
|-----------|
| | |
|-----------|
| |
|-----------|


PLAIN
|-----------|
| |
| |
| |
|-----------|

Whizion
25/01/2015, 06:23 PM
A smaller version of the current cow object please. :D

Darius94
25/01/2015, 09:01 PM
Such a camera object would be simply amazing.

http://nsa30.casimages.com/img/2012/06/09/12060901094659161.png

DowntownGangster
26/01/2015, 03:43 PM
http://gamerxserver.com/images/Objects/GX-Custom-IMG/GX-Custom-IMG-GTAIV-3.png
Some of the clothing items in the picture above would definitely be cool to add to this release (providing Matite would allow it).
The balaclava, some of the bandanas and the duffel bags in particular would be really really useful for roleplay servers.

beckzy
27/01/2015, 03:19 AM
It'd be cool if this lock-up was made entereable. It was used in a single player cutscene. Here it is before the door is removed:

http://oi62.tinypic.com/2mxgbv8.jpg

And here it is when the door is removed (it is bigger than it looks):

http://oi59.tinypic.com/5nu2kz.jpg

The modelid of the building is 5078 "ctscene2_las" and the door is 5066 "mondoshave_las". I tried removing the door when RemoveBuildingForPlayer was first added and you can't enter inside.

Thanks!

Patrik356b
27/01/2015, 03:46 AM
It'd be cool if this lock-up was made entereable. It was used in a single player cutscene. Here it is before the door is removed:

http://oi62.tinypic.com/2mxgbv8.jpg

Isn't the door 2 separate objects? If i remember correctly the smaller door is opened first then the bigger for that cutscene with the green sabre

I support this suggestion.

beckzy
27/01/2015, 04:38 AM
Isn't the door 2 separate objects? If i remember correctly the smaller door is opened first then the bigger for that cutscene with the green sabre

I support this suggestion.

It's one object :/

Patrik356b
28/01/2015, 06:02 AM
How about 2-3 differently sized cogwheels ?

Also a few more car/vehicle wrecks would be nice, e.g; sports car, offroad car, train, helicopter

SpaMaster
28/01/2015, 10:11 AM
- Little cow object, current one is too big.
- Some traffic signs.
- More entereable buildings.
- Dogs, cats, pigs, horses etc. for farms.
- Hatchet/axe
- Hospital stuff, injection, new first aid etc.
- Racquet for tennis.
- Computer
- First object from here (http://gamerxserver.com/images/Objects/GX-Custom-IMG/GX-Custom-IMG-Misc-1.png), this bridge.
If I remember something, I'll update this.

Blantas
28/01/2015, 10:19 AM
- First object from here (http://gamerxserver.com/images/Objects/GX-Custom-IMG/GX-Custom-IMG-Misc-1.png), this bridge.

The wooden bridge is included in the RC1 already...

#-----------------------------------------------------------------
# Wooden Foot Bridge
# ------------------
19588, FootBridge1, FootBridge1, 299, 0
#-----------------------------------------------------------------

Tamer
28/01/2015, 10:42 AM
If someone made the LS starbuilding enterable, that would be gold!

Someone'd posted some object suggestions along with the models before, If that thread is to be found, the whole package would be a great addition.

SpaMaster
28/01/2015, 01:51 PM
The wooden bridge is included in the RC1 already...

#-----------------------------------------------------------------
# Wooden Foot Bridge
# ------------------
19588, FootBridge1, FootBridge1, 299, 0
#-----------------------------------------------------------------

Holy sh*t, I didn't saw that. Thank you my friend :)

Patrik356b
28/01/2015, 02:47 PM
As i'm dissapointed in the size of the zombotech interior only being a wide corridor, it would be nice if there was another object which would be a bigger interior.

Crayder
28/01/2015, 05:43 PM
As i'm dissapointed in the size of the zombotech interior only being a wide corridor, it would be nice if there was another object which would be a bigger interior.

That's what I was thinking too, they said it was a new lab. It's actually just a small room, potentially a hallway to bigger rooms maybe?

Columbian
28/01/2015, 05:45 PM
Snow man . Here the link -> http://forum.sa-mp.com/showthread.php?t=560448

Manyula
28/01/2015, 05:53 PM
A treasure chest object would be really nice. In fact, two objects that could be put together to a treasure chest, so you could use MoveObject to open it.

Patrik356b
28/01/2015, 06:11 PM
That's what I was thinking too, they said it was a new lab. It's actually just a small room, potentially a hallway to bigger rooms maybe?

It's not a hallway you can extend though, as there is no opening except for the elevator doors

A treasure chest object would be really nice. In fact, two objects that could be put together to a treasure chest, so you could use MoveObject to open it.

+1

EstoniaNMaN
28/01/2015, 06:28 PM
-More items (computer keyboard, clock, locker, cigarette pack (stomped and normal) , game console and more)
-More enterable houses (like LS, LV and SF ones, which was released in 0.3x(?))
-Objects from GTA 3/VC
-More cutscene objects (ex: red barbeque grill, blender, bong(?), Ryder's grill at home and more)
-More food & animals(?).

Patrik356b
28/01/2015, 07:11 PM
-More items (computer keyboard, clock, locker, cigarette pack (stomped and normal) , game console and more)
-More enterable houses (like LS, LV and SF ones, which was released in 0.3x(?))
-Objects from GTA 3/VC
-More cutscene objects (ex: red barbeque grill, blender, bong(?), Ryder's grill at home and more)
-More food & animals(?).

Game console already sort-of exists, check the interior objects, there are plenty of objects that could be considered a "console"

Skream
28/01/2015, 07:28 PM
Some hallowing stuff like a witch hat and some backpacks would be nice.

Blantas
28/01/2015, 07:41 PM
Some hallowing stuff like a witch hat and some backpacks would be nice.

Already added. Models 19528 (http://i.imgur.com/XkqkUqV.png) and 19559 (http://i.imgur.com/7Yv98il.png). For a backpack you can also use parachute model.

Vukilore
28/01/2015, 07:58 PM
Some blood to put on the ground

Crayder
28/01/2015, 08:19 PM
Already added. Models 19528 (http://i.imgur.com/XkqkUqV.png) and 19559 (http://i.imgur.com/7Yv98il.png). For a backpack you can also use parachute model.

Actually they added a new backpack too, the hiker pack.

HeLiOn_PrImE
28/01/2015, 11:05 PM
modular building blocks. For instance a floor object. add as many floors as you like in your building.

Crayder
29/01/2015, 06:20 AM
modular building blocks. For instance a floor object. add as many floors as you like in your building.

Umm, do you mean like, a flat floor object? We've had those for years.

maxisaibot
29/01/2015, 06:15 PM
Please add. Rob mask required for role play servers.


http://nsa29.casimages.com/img/2012/08/14/120814023500508247.png

http://nsa29.casimages.com/img/2012/07/06/120706072318153806.png

http://nsa30.casimages.com/img/2012/07/07/120707041809356444.png

Crayder
29/01/2015, 07:58 PM
Please add. Rob mask required for role play servers.


http://nsa29.casimages.com/img/2012/08/14/120814023500508247.png

http://nsa29.casimages.com/img/2012/07/06/120706072318153806.png

http://nsa30.casimages.com/img/2012/07/07/120707041809356444.png

They won't do those helmets, they want to keep the mod available for all of those shittypc's like mine. High quality objects and advanced models like those helmets will cause the shit pc's to have local lag.

Columbian
29/01/2015, 08:24 PM
Hi guys , I check for samp object and i saw some object for winter like gift box , fake snow , holiday tree etc...

My suggestion is to make new object [ Snow Man ]

Like this

https://pm1sadia.files.wordpress.com/2011/12/snowman.png

Most specifically for Matite

Admigo
30/01/2015, 12:55 AM
You should post that here http://forum.sa-mp.com/showthread.php?t=559770
Can someone move his post?

Crayder
30/01/2015, 09:50 PM
You should post that here http://forum.sa-mp.com/showthread.php?t=559770
Can someone move his post?

Umm, fail? You just linked us to this thread, the correct thread.

@Columbian: They won't add that, the model is too 'high quality'. GTASA is made for low end PC's, SA-MP won't change that.

B0gan
31/01/2015, 05:09 AM
http://i39.tinypic.com/sc3ns0.png
Object Blood
But on the foot but not on screen.

Crayder
31/01/2015, 06:08 AM
http://i39.tinypic.com/sc3ns0.png
Object Blood
But on the foot but not on screen.

Those are not objects. Also this is already possible with textdraw models.

Patrik356b
31/01/2015, 02:57 PM
They won't do those helmets, they want to keep the mod available for all of those shittypc's like mine. High quality objects and advanced models like those helmets will cause the shit pc's to have local lag.

Ehrm. You can overcome this partially by utilizing the texture efficiently.

Crayder
31/01/2015, 06:04 PM
Ehrm. You can overcome this partially by utilizing the texture efficiently.

I'm not talking about the textures, the models are the problem. Look at the wireframes of any object in GTASA, none of them are going have as high density as those helmets. Count the triangle on those helmets and the triangles in the helmets already supplied by the samp objects we already have. You'll see a huge difference. Ps, each quadrilateral is two triangles too.

T-N-Z
31/01/2015, 06:15 PM
Also replaceable LV Airport fences would be nice.

davve95
31/01/2015, 08:36 PM
Make use of this interior, would be really cool:

Pic in attachments.

For those who don't know:
If you spawn there, the wall will be there. And you can't break it or get inside.

If you spawn inside the interior instead, there will not be any floor.

Crayder
31/01/2015, 09:15 PM
Make use of this interior, would be really cool:

Pic in attachments.

For those who don't know:
If you spawn there, the wall will be there. And you can't break it or get inside.

If you spawn inside the interior instead, there will not be any floor.

You can still remove that wall easily, just not with Map Construction. I'm pretty sure the following line will get the job done:RemoveBuildingForPlayer(playerid, 3059, 2522.00708, -1272.93005, 35.60900, 10.0); //removes the wall
CreateObject(17946, 2533.82031, -1290.55469, 36.94530, 0.0, 0.0, 0.0); //Add's the interior object.UNTESTED: But from experience, it should work.

HeLiOn_PrImE
31/01/2015, 09:34 PM
Umm, do you mean like, a flat floor object? We've had those for years.

A floor that has stairs that go down and a hole above in which the stairs from the same object fit. If we have that, please give me the ID!! Small size interiors from houses won't suffice, dude.

OKStyle
01/02/2015, 05:05 AM
It'd be cool if this lock-up was made entereable. It was used in a single player cutscene. Here it is before the door is removed:

http://oi62.tinypic.com/2mxgbv8.jpg

And here it is when the door is removed (it is bigger than it looks):

http://oi59.tinypic.com/5nu2kz.jpg

The modelid of the building is 5078 "ctscene2_las" and the door is 5066 "mondoshave_las". I tried removing the door when RemoveBuildingForPlayer was first added and you can't enter inside.

Thanks!
No. 4894 - building, 4927 - LOD. For fix non-solid garage, use this custom *.col on the custom.img. You can't import dff to coleditor for edit now, cuz "no embedded collision objcet found" blah-blah-blah...

dominik523
01/02/2015, 08:39 AM
http://blog.sunnahstyle.com/wp-content/uploads/2013/06/newniqabarrivals.png
On arab roleplay servers the girls are haram and showing skin, maybe an object similar to these?

Well in that case, samp team would have to add every single request for every culture. So I think the best case is just leave the skins as they are.

EDIT: Oh, and we already have a shield for attaching it to the players so I don't think we need one more.

B0gan
01/02/2015, 01:54 PM
Those are not objects. Also this is already possible with textdraw models.

I know, but it would be nicer if it were used as objects.

Dodo9655
01/02/2015, 01:57 PM
Traffic signs!

Battlezone
01/02/2015, 02:52 PM
Well in that case, samp team would have to add every single request for every culture. So I think the best case is just leave the skins as they are.

EDIT: Oh, and we already have a shield for attaching it to the players so I don't think we need one more.

Actually over less than 7% only of Arab girls wear that thing, so don't even imagine that arabs would be satisfied with that..

Ectazy
01/02/2015, 05:35 PM
I would like to see money object (non spinning).
http://i.imgur.com/YYHdHBV.png?1

Battlezone
01/02/2015, 05:47 PM
Water object, if possible (example it can take a rectangular form or a spheric form..)

AIped
01/02/2015, 08:01 PM
The new appartment building ..not bayside but the round one. Has
2 garage doors underneath. Would be nice if we were able to remove those doors so you can map them 'enterable'.

Dont get me wrong i do respect how and that its been made as it is now.

Patrik356b
01/02/2015, 09:03 PM
The new appartment building ..not bayside but the round one. Has
2 garage doors underneath. Would be nice if we were able to remove those doors so you can map them 'enterable'.

Dont get me wrong i do respect how and that its been made as it is now.

Agreed. Also this:

http://s16.postimg.org/pc9nu9hv9/sa_mp_033.png
IDE: 4007 Pos: 1421.3750, -1477.6016, 42.2031

Door is stuck to the building and there are texture issues inside. You can see in fine, but seeing out is messed up. Also no solid floor inside

AIped
02/02/2015, 07:14 AM
Agreed. Also this:

http://s16.postimg.org/pc9nu9hv9/sa_mp_033.png
IDE: 4007 Pos: 1421.3750, -1477.6016, 42.2031

Door is stuck to the building and there are texture issues inside. You can see in fine, but seeing out is messed up. Also no solid floor inside

Yea good one totaly forgot about that
I forgot to mention that it would also be good if the groundlevel for the elevator was gone so you could
move your elevator to the basement. (like it was done at he beachside appartment)

Arastair
02/02/2015, 11:13 AM
Oxygen tank and a sub

RedCode
03/02/2015, 01:01 AM
I have a nice idea , why u don't make country flags ?

Matite
03/02/2015, 09:55 AM
I just wanted to say that even though I don't answer these posts individually I do read every single one.

Some of your suggestions have been added... which ones? Well you will have to wait and see in RC2. :P

Thanks!

Glossy42O
03/02/2015, 09:59 AM
Add redbull object.

AIped
03/02/2015, 10:09 AM
I just wanted to say that even though I don't answer these posts individually I do read every single one.

Some of your suggestions have been added... which ones? Well you will have to wait and see in RC2. :P

Thanks!

This made me smile even if my suggestion(s) wont be added its a nice supprise.

Rick.
03/02/2015, 04:24 PM
Since objects are a big part of this new version, I would like to see MoveObject(); being able to move objects that are attached to other objects, vehicles or players. You would be able to create really cool controlable constructions if this is possible.

Patrik356b
03/02/2015, 05:00 PM
Since objects are a big part of this new version, I would like to see MoveObject(); being able to move objects that are attached to other objects, vehicles or players. You would be able to create really cool controlable constructions if this is possible.
I do support this.
^ Apparently sorted.


MoveAttachedObject(objectid, Float:x, Float:y, Float:z, Float:speed)
MovePlayerAttachedObject(objectid, Float:x, Float:y, Float:z, Float:sped)

Also updating MoveObject to support rotation without movement and differencing the rotation and movement speed
MoveObject(objectid, Float:X, Float:Y, Float:Z, Float:Speed, Float:RotX = -1000.0, Float:RotY = -1000.0, Float:RotZ = -1000.0, Float: RotationSpeed = -1000.0)

Crayder
03/02/2015, 08:45 PM
I just wanted to say that even though I don't answer these posts individually I do read every single one.

Some of your suggestions have been added... which ones? Well you will have to wait and see in RC2. :P

Thanks!

I'm not surprised, I couldn't believe your return would only result in 240 objects in the RC1. In the case of our PM's, I would like to see larger flat pieces for grass, sand, and the other one. Also a bigger hill to go with those. Or maybe, instead of a hill, a few huge rocks (like quite a bit bigger than the "searocks"). If you consider those rocks, maybe add a flat rock two for surfacing. I don't expect you to consider these, but I hope you do... :P

No homo, but we love you dude! The objects in RC1 are awesome!

Vince
03/02/2015, 09:09 PM
Since objects are a big part of this new version, I would like to see MoveObject(); being able to move objects that are attached to other objects, vehicles or players. You would be able to create really cool controlable constructions if this is possible.

I do support this.

We already have this. Anything attached to the parent object will follow it when MoveObject is called on the parent object.

Patrik356b
04/02/2015, 02:31 AM
We already have this. Anything attached to the parent object will follow it when MoveObject is called on the parent object.

Didn't know that would work.


This though is still a valid suggestion;
Updating MoveObject to support rotation without movement and differencing the rotation and movement speed
MoveObject(objectid, Float:X, Float:Y, Float:Z, Float:Speed, Float:RotX = -1000.0, Float:RotY = -1000.0, Float:RotZ = -1000.0, Float: RotationSpeed = -1000.0)

Crayder
04/02/2015, 03:14 AM
Didn't know that would work.


This though is still a valid suggestion;
Updating MoveObject to support rotation without movement and differencing the rotation and movement speed

Yea, that is a very valid suggestion! Haven't payed much attention to that in the past year, but it used to be one of my scripting pet peeves. They could just make a separate RotateObject function, like I did. I have a hooked MoveObject that only handles movement, and a RotateObject which 'moves' that has a global variable of either up or down. If the object is currently up, it moves down 0.00001 meters; and vice versa.

Rog
04/02/2015, 02:51 PM
add some got floor and roof object for interior becuz it is had for me to rotate...
some new bridge
buildings
some island objects
some good interior objects etc..

Rick.
04/02/2015, 07:18 PM
We already have this. Anything attached to the parent object will follow it when MoveObject is called on the parent object.

This is not what I meant. I suggested that MoveObject should be able move objects that are attached to another object. The possition it moves to would be the new offset to the parent object.

Crayder
04/02/2015, 08:29 PM
This is not what I meant. I suggested that MoveObject should be able move objects that are attached to another object. The position it moves to would be the new offset to the parent object.

That'd be some advanced physics code. It's not available by the GTA engine.




@Matite: I need a mine-cart for my mining system, I've created so many out of the gta objects, but none of them work as well as hoped (also, none of them actually have rail wheels (and tires are not supposed to be on mine-tracks)). If you actually make one, it would be best if it fit normal railroad tracks.
EDIT: A pickax would be nice too, along with other tools (but don't go full minecraft mode on this XD).

Crayder
04/02/2015, 10:39 PM
Southclaw;3359868']Actually that's a simple translation, the engine wouldn't be an engine if it couldn't do that! It's doable in Pawn, it just wouldn't be as smooth as a client side animation.

It would be nice to see, but I think a more feature-full object relation system would be more useful first. Individual functions for parenting objects and transformation in global or local axes.

I didn't say it was impossible, just not by the GTA engine. It could be added to SA-MP op's. Or we could just stick with or trig and physics equations to get it to move where we want. Yes it'd be way better with a 'feature-full object relation system', but after all this time with our current system the way it is, I don't see that coming too soon.

Anyways; Matite read my post above... :P

ts3client
06/02/2015, 12:54 AM
A weapon case object might be useful for roleplay servers I guess. Something like these:

http://i.imgur.com/jLPnd8W.png

http://i.imgur.com/04F8b0g.png

Crayder
06/02/2015, 12:58 AM
A weapon case object might be useful for roleplay servers I guess. Something like these:

http://i.imgur.com/jLPnd8W.png

http://i.imgur.com/04F8b0g.png

Actually, GTA already has some. They are red/pinkish. But yea, they could have an open version.

DraconianGamer
06/02/2015, 07:35 AM
I think the road intersections should be textured differently. Like; the fourway would have yellow lines crossing and the three way would have 1 line across and one going from the other opening. Or More realistically, no lines at all on intersections (or add white line borders).

Cross - 4 Way
|-----------|
| | |
|-----------|
| | |
|-----------|

T-3 Way
|-----------|
| | |
|-----------|
| |
|-----------|


PLAIN
|-----------|
| |
| |
| |
|-----------|

THIS! The roads are going to look strange when you try to make a 4-way intersection using the new objects.

Admigo
06/02/2015, 12:38 PM
Southclaw;3361484']I may as well post this here, it got lost in the RC1 thread!

* Southclaw is sad because his hands are on fire due to a particle effect :(

http://puu.sh/f9jEp/2ebf8cd368.jpg
(Object model ID 19632)

I'd just love to have the choice to add my own fire particle to the logs so they can be lit by players and carried around without losing facial hair!

I already contacted Matite on this. Still waiting an answer from him;)

Vince
06/02/2015, 02:17 PM
Doesn't really belong here, but there exist functions to attach particles to actors, cars and objects. Not sure why we're bothering with objects, still. Probably sync related. For example:
066D: 256@ = attach_particle "FIRE" to_object 254@ with_offset 0.0 0.0 0.6 flag 1

ev0lution
06/02/2015, 02:32 PM
Doesn't really belong here, but there exist functions to attach particles to actors, cars and objects. Not sure why we're bothering with objects, still. Probably sync related. For example:
066D: 256@ = attach_particle "FIRE" to_object 254@ with_offset 0.0 0.0 0.6 flag 1 Don't want to go too far off topic, but this is probably what SA-MP already uses internally.

All of the particle "objects" were added by SA-MP. The effects exist in GTA but not as objects. That hints that the objects are just a type of marker/indicator for the client to create a particle at that position. And as you suggested, this makes sense with syncing, too - when a particle "object" is streamed in for a client, the particle is created in their game.

Including these particles as objects just saves us the hassle of having a separate particle system, and the object system already has the ability to attach anything to anything else!

Meta
06/02/2015, 10:40 PM
What about one of these swinging doors without a texture so that we can create custom swinging doors?

The thing is that we could create doors like these on singleplayer doors that swing if you enter the building but are static when you just walk against it.

Crayder
06/02/2015, 11:40 PM
Southclaw;3361484']I may as well post this here, it got lost in the RC1 thread!

* Southclaw is sad because his hands are on fire due to a particle effect :(

http://puu.sh/f9jEp/2ebf8cd368.jpg
(Object model ID 19632)

I'd just love to have the choice to add my own fire particle to the logs so they can be lit by players and carried around without losing facial hair!The wood is glowing and charred, removing the particle would be ugly. A better idea would be to make a completely new wood object (the same exact shape with a wood colored texture).

What about one of these swinging doors without a texture so that we can custom swinging doors?

The thing is that we could create doors like these on singleplayer doors that swing if you enter the building but are static when you just walk against it.Yes, but not plain, it could just be flat surfaced and textured like a standard door. Along with the swinging one, there could be an identical one but static.

Manyula
07/02/2015, 07:29 PM
I suggest a lot more objects from the field of farming, like crops of all kinds.

dionisak0s
08/02/2015, 10:04 AM
Actually, GTA already has some. They are red/pinkish. But yea, they could have an open version.

Never seen one, mind if you tell me the object ID or show me a picture?

AIped
09/02/2015, 07:29 AM
Alright i got a suggestion not realy needed but might be fun.

In the san andreas world theres a few things on the map and the radio that refer to aliens.
I thought it would be fun to have an actual alien corps-object and/or alien masks X-Files style!. (not too scary)
So i can finaly abduct players XD
I actually made a FS once that had 3 light objects moving towards you and were able to take you somewhere else. Alien body's was what i was missing.

Patrik356b
09/02/2015, 07:26 PM
Alright i got a suggestion not realy needed but might be fun.

In the san andreas world theres a few things on the map and the radio that refer to aliens.
I thought it would be fun to have an actual alien corps-object and/or alien masks X-Files style!. (not too scary)
So i can finaly abduct players XD
I actually made a FS once that had 3 light objects moving towards you and were able to take you somewhere else. Alien body's was what i was missing.

Would be fun to have a ufo with interior too

Crayder
09/02/2015, 09:11 PM
Southclaw;3363924']He's probably talking about the large missile boxes in the aircraft carrier.

No, there are gun cases. The only problem with them is that they are very low quality. They are also small, but can easily be resized when attaching.

Here are there original sizes compared to the skin, they are touching the skin to show.
http://i.imgur.com/EOFFzJZ.png
The small one is id 327, the other is 328.

Have you really not noticed these? I use them a lot in my scripts...

EDIT: Also, when I'm using them I always use the material color params of SetPlayerAttachedObject because they are an ugly quality. I prefer solid black or white, you can't really see the faults of the quality with these colors.

Tellken
10/02/2015, 09:03 AM
It would be nice fix and separate these objects

http://i.imgur.com/RRkhtak.jpg

Crayder
10/02/2015, 12:06 PM
Southclaw;3365896']Those aren't weapon boxes (very small weapons!) they are the "gift" boxes for the girlfriend missions. I use them a lot for very small items (lighter, key, electrical components).

Resizing is kind of useless without object resizing since I like to give items an in-world representation so they can be dropped. I would like to see a briefcase type weapon box though!

They are called gun boxes, and dropping them is fine in my server, it just changes size when you pick it up. If you were to roleplay that you wouldn't care.

PT
10/02/2015, 08:45 PM
Can you add an PadLock ?

something like this:

http://www.garrisonlocks.co.uk/productpics/small/T5-big.jpg

ikey07
10/02/2015, 11:33 PM
Could nocell fixed SFPD collision be added.

As many who have used it, knows how annoying is those collision gliches, here is the fix for it.

Before:
http://upforshare.com/images/thumb/1423613301nocell.png (http://upforshare.com/?page=view&file=1423613301nocell.png)

After:
http://upforshare.com/images/thumb/1423613301nocell_02.png (http://upforshare.com/?page=view&file=1423613301nocell_02.png)

Thanks

Tellken
11/02/2015, 03:55 AM
Can you add an PadLock ?

something like this:
Padlock shot (http://www.garrisonlocks.co.uk/productpics/small/T5-big.jpg)

Don't like? 2680

http://abload.de/img/padlock_samp_5oui0.jpg

PT
11/02/2015, 07:16 AM
I like but haves that arround I need an alone padlock

SimonItaly
11/02/2015, 09:48 AM
I've just tried this and it works :)
The object rotation is a bit messy anyway.

#define SetInvisibleTexture(%0,%1) \
SetDynamicObjectMaterial(%0, %1, 19341, "none", "none", 0x00FFFFFF)

new padlock = CreateDynamicObject(2680, ...);
SetInvisibleTexture(padlock, 2);

http://bttfhvitalia.altervista.org/padlock1.jpg

PT
11/02/2015, 12:58 PM
You can't do that on preview model on text draw so... Will be awesome is added that

Darius94
11/02/2015, 03:09 PM
The yellow "POLICE DO NOT CROSS" tape object.

http://i.imgur.com/m7EMuWF.png

davve95
11/02/2015, 08:16 PM
Open up the door on this object (Marked on picture 1) (ID: 5131) would be really cool!.
Usful for DM/TDM and other gamemodes I guess..
I have use it alot in my maps, and it would be cool if you could get out there.

Vince
11/02/2015, 08:45 PM
The yellow "POLICE DO NOT CROSS" tape object.

http://i.imgur.com/m7EMuWF.png

Just extract the texture. 12938 sw_apartments.txd sw_policeline

Patrik356b
11/02/2015, 09:27 PM
Open up the door on this object (Marked on picture 1) (ID: 5131) would be really cool!.
Usful for DM/TDM and other gamemodes I guess..
I have use it alot in my maps, and it would be cool if you could get out there.

Do want!.

Crayder
12/02/2015, 02:17 AM
Do want!.

That's a lot of work just for one door... You could just set there position if they was in range of the door (like 0.5 range) and facing it.

KubiPL
12/02/2015, 08:47 AM
Extract cup of coffie from 2342 object id:
http://s9.postimg.org/llwic0k7j/coffie.png

Luis-
12/02/2015, 01:34 PM
More vehicle customization objects.

cnoopers
12/02/2015, 09:40 PM
football helmets!
http://touchdownleague.com/wp-content/uploads/2012/10/NEW-ENGLAND-PATRIOTS.jpg

davve95
12/02/2015, 10:09 PM
More vehicle customization objects.

Agree.

Crayder
12/02/2015, 10:39 PM
More vehicle customization objects.

YES, and maybe even some objects made specifically for a few vehicles, like an object in the shape of the infernus windows, and their offsets would be set to fit onto the infernus automatically. Then we could SetObjectMaterial to a transparent color and tint the windows! Add fitted hoods for certain vehicles, sunroofs, bumper stickers (a blank one, so we can modify it ourselves), wheel spikes, all sorts of possibilities!

football helmets!
http://touchdownleague.com/wp-content/uploads/2012/10/NEW-ENGLAND-PATRIOTS.jpg

Eww, Patriots. Cheaters (Jk, lol). The helmets should be blank, and their should be a seperate texture on the back that we can use setobjectmaterial on to customize (add team name, player number, etc). If this were added, we also need shoulder pads, knee/elbow pads, and eye grease ('eye black')!

TomyZ
13/02/2015, 07:58 AM
Added bodies skins here is a screen:
http://nsa21.casimages.com/img/2012/04/21/120421085120932240.png

OKStyle
13/02/2015, 08:40 AM
May be separate new objects from client? File size 4mb -> 40mb...

$Marco$
13/02/2015, 09:39 AM
I would really really like to see:
-More of the police rank patches.
-More animals, I had enough of seeing the same deer over and over lol.
-A zombie/dead person object.
-Big/small stone wall object (medivel looking).
-Some serious looking player decoration, for example a new bandana in the blue color with the regular bandana pattern, same for red, some newer looking snapbacks, shoes object(make them seperated), and just overall more modern looking player customization objects.

Patrik356b
13/02/2015, 12:02 PM
I would really really like to see:
-More of the police rank patches.
-More animals, I had enough of seeing the same deer over and over lol.
-A zombie/dead person object.
-Big/small stone wall object (medivel looking).
-Some serious looking player decoration, for example a new bandana in the blue color with the regular bandana pattern, same for red, some newer looking snapbacks, shoes object(make them seperated), and just overall more modern looking player customization objects.

There is a tied up cop object already; 3092

http://puu.sh/fRnHb/f2f46850e3.jpghttp://puu.sh/fRnKD/67be52d6b4.jpg
Otherwise i agree with the above.

Adarsh007
13/02/2015, 12:20 PM
1 DOG :D
not possible :(

$Marco$
13/02/2015, 04:07 PM
There is a tied up cop object already; 3092

http://puu.sh/fRnHb/f2f46850e3.jpghttp://puu.sh/fRnKD/67be52d6b4.jpg
Otherwise i agree with the above.

I was thinking about a person with legs and hands straight forward so he can be used as a zombie model or a corpse model.
The reason this cop is not good, is because if you make it "walk" it will look goofy cuz' hes legs don't touch the ground, and if you use him as a body it will look like everyone is a dead cop...

AIped
13/02/2015, 04:10 PM
I think a single bodybag should also work fine

Patrik356b
13/02/2015, 05:26 PM
I was thinking about a person with legs and hands straight forward so he can be used as a zombie model or a corpse model.
The reason this cop is not good, is because if you make it "walk" it will look goofy cuz' hes legs don't touch the ground, and if you use him as a body it will look like everyone is a dead cop...

The object is actually named "dead_tied_cop".

Also we have 2905 - DeadYokelLEG
2906 - DeadYokelARM
2907 - DeadYokelBODY
2908 - DeadYokelHEAD
Image: http://puu.sh/fRXs3/6f5cb6ab38.jpg

The problem is the bad quality and that there is only a right arm, but no left arm (afaik)

n0minal
13/02/2015, 08:34 PM
Some suggestions:



Trunk (vault), with 2 statements (opened and closed)
Zombies skins (based on ped's originals skins but modified)//could be based on ZomboTech viral accident or something
Zombies anims (like grab and bite)
Animals (tiger, pig, lion, chicken, cow etc)//we already have deer, shark, dolphin, parrot, why not some more amazing animals?
Toilet paper and soap objects
Entrable bathroom showers. //extracted by original ones but with open door and no colision inside it

SkullFire
13/02/2015, 09:07 PM
Backpack,mask and hats :D

Kane_Phoenix
13/02/2015, 09:44 PM
one of my own objects in different colors if you need it:
http://www.bilder-upload.eu/thumb/5b03da-1423866095.png (http://www.bilder-upload.eu/show.php?file=5b03da-1423866095.png)
Download with dff/txd/col (http://www.file-upload.net/download-10296932/Bollards.rar.html)

n0minal
13/02/2015, 10:29 PM
one of my own objects in different colors if you need it:
http://www.bilder-upload.eu/thumb/5b03da-1423866095.png (http://www.bilder-upload.eu/show.php?file=5b03da-1423866095.png)
Download with dff/txd/col (http://www.file-upload.net/download-10296932/Bollards.rar.html)

They only release new objects on versions which are made by themselves (by Matite)...

$Marco$
14/02/2015, 12:20 AM
The object is actually named "dead_tied_cop".

Also we have
Image: http://puu.sh/fRXs3/6f5cb6ab38.jpg

The problem is the bad quality and that there is only a right arm, but no left arm (afaik)
I know about this, but having one object is much easier.

Crayder
14/02/2015, 02:51 AM
Since we add anims now too;

Toilet sitting anim, showering anim (kinda like in sims), closing door (we only have open afaik), proper repeating dig, fruit eating (one anim should be enough for all), stomp (like smashing something with your foot and rubbing it in), PRONE, shotgun reload (not pump), more but i cant think of right now...

MpK
14/02/2015, 03:29 AM
http://sp2.fotolog.com/photo/34/23/74/j0rdinho/1384504520848_f.jpg
http://sp2.fotolog.com/photo/34/23/74/j0rdinho/13845040682652_f.jpg
http://sp2.fotolog.com/photo/34/23/74/j0rdinho/13845038002769_f.jpg

But is good seems old pipe wrench, I don't like it look new as is the case of 19627.

Patrik356b
14/02/2015, 06:36 AM
I don't like it look new as is the case of 19627.

Use SetObjectMaterial with some rusty metal texture then?.

A pipewrench would be nice to see though.

DRUNKY
14/02/2015, 07:00 AM
Since we add anims now too;

Toilet sitting anim, showering anim (kinda like in sims), closing door (we only have open afaik), proper repeating dig, fruit eating (one anim should be enough for all), stomp (like smashing something with your foot and rubbing it in), PRONE, shotgun reload (not pump), more but i cant think of right now...

Most of these animations are already there, you just need to add them to your server.

Crayder
14/02/2015, 04:11 PM
Most of these animations are already there, you just need to add them to your server.No, they are not, go find them. Then show us your perfect server, and your perfect script where people can take proper showers and take an actual shit. While you're at it, smash your computer with the stomp anim that you say exist. Then close the door with the close door anim. After this, take your shotgun and do the prone anim, reload your shotty (not pump) and shoot that gas line leading to your house. When your satisfied, dig a hole with the anim that actually looks like you're digging when it's repeated and throw your shotty in. Sit on your buried shotty and eat some fruit while sitting down.

Kane_Phoenix
15/02/2015, 11:43 AM
Recrated Objects by myself

Edit:
http://fs2.directupload.net/images/150217/temp/3fyuhr8g.png (http://fs2.directupload.net/images/150217/3fyuhr8g.png)

Download Contains:
Single Files (dff/txd/col)
Complete Files (SAMP.ide/SAMP.img/SAMPCOL.img) only for a clean install of SA-MP 0.3z-R2 Client

>>Download<< (http://www.file-upload.net/download-10311087/RandomObjects.rar.html)

ikey07
17/02/2015, 01:19 AM
May I suggest a 2 exit Intersection object, a.k.a corner.

http://upforshare.com/images/thumb/1424138075gta_sa_2015-02-17_03-54-12-91.jpg (http://upforshare.com/?page=view&file=1424138075gta_sa_2015-02-17_03-54-12-91.jpg)

OKStyle
17/02/2015, 04:10 AM
if you need it pm.
I like it.

Sew_Sumi
19/02/2015, 04:22 AM
And why were my posts regarding this removed?

After all, it was suggested about third party apps, from servers such as the old GamerX downloader, that work perfectly fine.

And isn't this actually in the wrong section in the first place?


Just because someone reports posts, doesn't mean those posts don't have contribution... Just because someone can't handle what's said, makes out that no-one else should post, and ends up simply only wanting to hear themselves and others who agree with them, doesn't mean the admins should be deleting posts regarding the actual topic.

Kane_Phoenix
19/02/2015, 03:53 PM
Some of my new Objects, pls add some like this ;)
http://img3.fotos-hochladen.net/uploads/prev1s7q0jrhfpz.png
http://img3.fotos-hochladen.net/uploads/prev2wv4fu87cox.png
EDIT (new road texture):
http://img3.fotos-hochladen.net/uploads/test9zeryu6nc4.png
Ingame Size: 20x20M

Tamer
19/02/2015, 04:45 PM
Radiation sign

http://www.clker.com/cliparts/0/0/3/9/11949848301163357016radioactive_sign_01.svg.med.pn g

beckzy
27/02/2015, 07:28 PM
I suggested SetObjectIndestructibility but I doubt it will be added. So I am requesting a non-breakable replica of this gate:

ID: 3036
Model: ct_gatexr
Texture: ctgtxx

Here is the gate positioned where it is used in single player. Unfortunately when the same object is used with CreateObject it is breakable:

http://i58.tinypic.com/23lxpo9.jpg

Coordinates from main.scm: -2179.353, 661.232, 50.214

Infamous
28/02/2015, 06:17 AM
Window panes in various sizes would be a nice addition, using a window texture on wall objects etc results in vehicles and custom objects not displaying.

Wennicke
28/02/2015, 10:49 PM
It would be nice fix and separate these objects

http://i.imgur.com/RRkhtak.jpg

Thank you Tellken, looks like quiet a few of these have been added. Also thanks to Matite for adding them.

Crayder
01/03/2015, 03:05 AM
We shall all thank Matite, here on this thread. After all, he did add a lot of the suggestions from this thread. I thank you, Matite, for adding the cubes! They are exactly what I needed!

Matite, if your reading this object id 19842 is way too fast. The water fall is like half the speed of the stream. Also, I think there could be a flat edged waterfall, it's hard to put the rounded edge on the right spot of the stream (there is no actual 'right spot' since we're dealing with flat vs. round).

Now, for my suggestion: Enterable U.S.S NumNutz interior. You could just make an object which we could attach to the original because the original has no interior collision, but then we could not add windows. One problem, how would camera collision (inside and outside limits) be handled with this?

Sledgehammer
01/03/2015, 12:51 PM
Area 51 fence. It would be awesome if we could have the fence detached from the gate (seperate the objects). It would be useful on TDM, RP servers etc.

http://i.imgur.com/t4xBBEA.png

RoboN1X
01/03/2015, 02:03 PM
Area 51 fence. It would be awesome if we could have the fence detached from the gate (seperate the objects). It would be useful on TDM, RP servers etc.


Already exist...
19312 a51fencing
19313 a51fensin
http://gta-sa-mp.de/forum/objPage/img/single/object-19312.jpghttp://gta-sa-mp.de/forum/objPage/img/single/object-19313.jpg

Sledgehammer
01/03/2015, 02:11 PM
Uhm. I meant, That I'd rather have the gate seperated from the fencing. (Make them into two different objects then we could actually move the gate or easy access ot the base without having to map the whole fence again).

papedo
01/03/2015, 02:56 PM
Uhm. I meant, That I'd rather have the gate seperated from the fencing. (Make them into two different objects then we could actually move the gate or easy access ot the base without having to map the whole fence again).

You already can do this. Gate is seperated from fencing. Remove default fence and place these objects instead.

Crayder
01/03/2015, 03:54 PM
Uhm. I meant, That I'd rather have the gate seperated from the fencing. (Make them into two different objects then we could actually move the gate or easy access ot the base without having to map the whole fence again).

We've been able to do this for years bud.

Drebin
01/03/2015, 05:59 PM
Remove gates and doors from the Fleishberg brewery near Blueberry Farm (and also the storage building east of it?)
Remove doors and windows from LS and LV train station
Add an underground carpark to the apartment near Glen Park in LS (added back in 0.3c I guess?)

I know that this is very time consuming due to the fact that all the interiors have to be made from scratch, but I'm just sharing my ideas :)

beckzy
01/03/2015, 06:13 PM
I suggested SetObjectIndestructibility but I doubt it will be added. So I am requesting a non-breakable replica of this door:

ID: 2947
Model: cr_door_01
Texture: sw_doors

Here is the door positioned where it is used in single player. Unfortunately when the same object is used with CreateObject it is breakable:

http://i62.tinypic.com/25exqpj.jpg

Coordinates from main.scm: 2316.233, 0.712, 25.742

n0minal
01/03/2015, 06:27 PM
Was just thinking on this: we don't have an watterbottle on this game?

http://vignette1.wikia.nocookie.net/stranded-deep/images/7/71/Water_bottle.jpg/revision/latest/scale-to-width/69?cb=20150125101401

Ill search for objects like these on cutscenes

Crayder
01/03/2015, 06:30 PM
I am requesting a non-breakable replica of this door:

ID: 2947
Model: cr_door_01
Texture: sw_doors

Unfortunately when the same object is used with CreateObject it is breakable.

Matite is not going to add every door you request just because you want a flag changed. You can easily just use the texture of that door on another solid door object.

beckzy
01/03/2015, 07:19 PM
Matite is not going to add every door you request just because you want a flag changed. You can easily just use the texture of that door on another solid door object.

It's a suggestions topic?

Abagail
01/03/2015, 07:21 PM
It is a suggestions topic. But yes he does have a point: find a similar size door and change the material / texture.

Patrik356b
01/03/2015, 07:25 PM
Originally Posted by Patrik356b

http://s16.postimg.org/pc9nu9hv9/sa_mp_033.png

IDE: 4007 Pos: 1421.3750, -1477.6016, 42.2031

Door is stuck to the building and there are texture issues inside. You can see in fine, but seeing out is messed up. Also no solid floor insideYea good one totaly forgot about that
I forgot to mention that it would also be good if the groundlevel for the elevator was gone so you could
move your elevator to the basement. (like it was done at he beachside appartment)

Also this carpark would be nice to have accessible:
http://s18.postimg.org/43scphyq1/sa_mp_037.png


IDE: 8409 Position: 2577.3906, 1283.2266, 12.4844


Oh, and Big thanks to Matite for adding the prisonwalls :)

beckzy
01/03/2015, 07:36 PM
It is a suggestions topic. But yes he does have a point: find a similar size door and change the material / texture.

Sorry, I wasn't aware that there's another door with the exact same width, length and height.

Crayder
01/03/2015, 08:03 PM
Sorry, I wasn't aware that there's another door with the exact same width, length and height.

Almost every single door object in SA is the same size. I think you were trying to be a dick but I can't say for sure. Just texture another one, you don't need an entirely new object just to satisfy YOUR needs. Their is only a limited supply of custom model ids, we don't need one wasted for something that can be scripted.

HeLiOn_PrImE
01/03/2015, 09:53 PM
Add something like this, but something modular for us to be able to adapt depending on longer distances.
http://darkscarab.com/files/series/60/000.png

Sanguy
01/03/2015, 10:08 PM
I'd like to see objects representing all of SA's vehicles(or an option to spawn them as objects if you use their ID in CreateObject instead of CreateVehicle). It would be really useful for things like transporting cars on a Packer or on a container ship. Modular mountains and hills might be nice, as well as modular railway pieces to go with modular road pieces.

Thanks for all your hard work, Matite!

Speiki2208
01/03/2015, 10:34 PM
I love the new ls_beachside objects, but it would be better to have a second interior-object withouts the walls inside. So than you can completely make your own room-architecture. In addition the garage near the lspd would be nice.

However the first released building which needs ls_elevator is still missing an own park deck in comparision to both new buildings. (Why does this building look different between Jernjes map constructur and ingame?) That would be really great!

Crayder
02/03/2015, 01:21 AM
I'd like to see objects representing all of SA's vehicles(or an option to spawn them as objects if you use their ID in CreateObject instead of CreateVehicle). It would be really useful for things like transporting cars on a Packer or on a container ship. Modular mountains and hills might be nice, as well as modular railway pieces to go with modular road pieces.

Thanks for all your hard work, Matite!

I don't think all of them should have an object, that is way too much. Maybe if their was car covers and we could pretend the car we want is under it.

I suggest a 4 piece mountain, each piece would be 125 meters tall, and 125 meters wide (both directions). Their could be like 10 different types of sections, each one could have a different design, then we could put together a lot of combinations (10000 combinations right?).

beckzy
02/03/2015, 07:58 AM
An enterable and solid model of Dilimore gas station would be awesome:

http://i62.tinypic.com/acbslj.jpg

Patrik356b
02/03/2015, 09:37 AM
I'd like to see objects representing all of SA's vehicles(or an option to spawn them as objects if you use their ID in CreateObject instead of CreateVehicle). It would be really useful for things like transporting cars on a Packer or on a container ship. Modular mountains and hills might be nice, as well as modular railway pieces to go with modular road pieces.

Thanks for all your hard work, Matite!

Eh, No thank you, Better if there was a proper AttachVehicleToVehicle function


A few additional objects to be used with these?:

http://www.k-dst.de/bilder/more_stuff/WSDown1.jpghttp://www.k-dst.de/bilder/more_stuff/WSStraight1.jpghttp://www.k-dst.de/bilder/more_stuff/WSBend45Deg1.jpghttp://www.k-dst.de/bilder/more_stuff/WSRocky1.jpg

ID: 19070 Name: WSDown1
ID: 19071 Name: WSStraight1
ID: 19072 Name: WSBend45Deg1
ID: 19073 Name: WSRocky1

Crayder
02/03/2015, 12:00 PM
An enterable and solid model of Dilimore gas station would be awesome:

http://i62.tinypic.com/acbslj.jpg

This and other small buildings, like some shops and stuff.

Sanguy
02/03/2015, 12:30 PM
Eh, No thank you, Better if there was a proper AttachVehicleToVehicle function




Indeed, that would be better. But I don't think we will ever see it, since it has been requested pretty often and ignored each time. But instead of making vehicle objects, we could just have an option added to CreateVehicle where they act as if they were objects(and can be moved with MoveObject, etc). That would be pretty nice.

Patrik356b
02/03/2015, 12:43 PM
Indeed, that would be better. But I don't think we will ever see it, since it has been requested pretty often and ignored each time. But instead of making vehicle objects, we could just have an option added to CreateVehicle where they act as if they were objects(and can be moved with MoveObject, etc). That would be pretty nice.

Agreed. The problem with your previous suggestion is the upper object model id limit at 20 000. And we were already fairly close to that before sa-mp started adding custom objects.

Still i want to be that bastard from a singleplayer mission someone driving a packer is dropping cars on other players: (http://gta.wikia.com/Just_Business/Walkthrough)

http://puu.sh/gjdQG/2d90b9f265.jpg

Darius94
02/03/2015, 03:19 PM
http://puu.sh/fRnHb/f2f46850e3.jpg

the rope object from this tied cop object, so the rope object can be replaced with the handcuffs (will play the same role as the handcuffs system) we already have in place.

PT
02/03/2015, 05:28 PM
We already haves on new version the Witch cauldron why not the magic stuff like this:

http://3.bp.blogspot.com/_LQmqOZgRmU8/TMAvAmnzpjI/AAAAAAAAAGI/NhJP5koWdyk/s200/Varinha-Magica.jpg

SimonItaly
02/03/2015, 08:20 PM
skateboard.dff/txd are available in GTA3.img, it would be nice to have it as an object.

Atlas
02/03/2015, 09:03 PM
we need laptop and modern pc objects :/

Maurice_Smoke
02/03/2015, 10:37 PM
Would be awesome to have the lights from the ambulance and Fire truck to like the Towtruck lights was added in RC2
http://i.imgur.com/Z3kX7BF.jpg
http://i.imgur.com/vlN9BIx.jpg

n0minal
02/03/2015, 10:45 PM
This and other small buildings, like some shops and stuff.

We need more entrable stuff indeed, sa-mp players love walk-in systems in game, would be awesome different types of houses that exists in game to be entrable, so we could replace the original one and do custom housing system, custom furniture system and a lot of stuff with entrable stuff.

PS: Matite, thanks so much for entrable buildings and for WALLS from inside house, its pretty much useful, don't forget about the walls :)

Crayder
03/03/2015, 12:30 AM
Another thing for the 'mi' house: a breakable door (preferably wooden to be realistic).

thaKing
03/03/2015, 06:57 AM
Well my suggestion would be add like cigarette packet and lighter, because we have now cigarette. xD

And yeah, that's because I script rp gm and I really would love to see that in my script.

Patrik356b
03/03/2015, 07:24 AM
Another thing for the 'mi' house: a breakable door (preferably wooden to be realistic).

SetObjectMaterial ?

I'd like to see a door like ADAM_V_DOOR as a breakable object - it's wood and glass

http://puu.sh/gkpK3/8d28472b18.jpg

$Marco$
03/03/2015, 01:03 PM
I would really appreciate an arrow.
http://previewcf.turbosquid.com/Preview/2014/05/24__12_10_07/arrow3_render.jpgf6d736c2-c699-41f0-9ecf-8ffa29699f5aLarge.jpg

rootcause
03/03/2015, 01:06 PM
Gold bar maybe?

http://i.imgur.com/uwzPY1I.png

n0minal
03/03/2015, 01:23 PM
I would really appreciate an arrow.
http://previewcf.turbosquid.com/Preview/2014/05/24__12_10_07/arrow3_render.jpgf6d736c2-c699-41f0-9ecf-8ffa29699f5aLarge.jpg

I agree, and a bow too, should be perfect for attachments, seeing as we have a lot of new tools like sledge hammer, hammer, shovel etc... Why not a bow?

Arastair
03/03/2015, 01:57 PM
More sex objects, new dildo types, i dont even know

SimonItaly
03/03/2015, 02:07 PM
More sex objects, new dildo types, i dont even know

Why.

Kyle
03/03/2015, 03:07 PM
Habbo Gold Bars!

http://vignette3.wikia.nocookie.net/habbo/images/6/67/Goldbar.png/revision/latest?cb=20120404160542&path-prefix=en

n0minal
03/03/2015, 03:38 PM
Habbo Gold Bars!

http://vignette3.wikia.nocookie.net/habbo/images/6/67/Goldbar.png/revision/latest?cb=20120404160542&path-prefix=en

HAHAHAHAHAH epic, but i think they will not copy the habbo bars one xD hahaah

SimonItaly
03/03/2015, 03:50 PM
Habbo Gold Bars!

http://vignette3.wikia.nocookie.net/habbo/images/6/67/Goldbar.png/revision/latest?cb=20120404160542&path-prefix=en

Ha! That's a blast from the past. Reminded me of my Habbo era in 2008.

Has anyone tried to attach the police badges (link (http://www.k-dst.de/kategorien.php?kat=Police%20and%20FBI%20Stuff&ver=SA:MP%200.3.7)) to skins? It's pretty difficult since they're flat.
Could someone share a pic of his result? It would be ispirational :)

leosmile
03/03/2015, 05:25 PM
Bowling Pins !!! Big an small !

Crayder
03/03/2015, 08:37 PM
SetObjectMaterial ?

No, SetObjectMaterial is not an option. Why do you think Matite made 4 new doors just for that house in particular? Because there are no doors that fit the doorway. I suggested a breakable one because no breakable door will fit in the doorway. I suggested wood as the default texture because it would be more realistic to shatter a wooden door.

Patrik356b
04/03/2015, 06:50 AM
No, SetObjectMaterial is not an option. Why do you think Matite made 4 new doors just for that house in particular? Because there are no doors that fit the doorway. I suggested a breakable one because no breakable door will fit in the doorway. I suggested wood as the default texture because it would be more realistic to shatter a wooden door.

The point of my post was rather towards limiting the amount of doors with whatever size they are. Afaik those wall objects could have been rearranged to save a handful of slots but it's gonna be a hassle for scripters/mappers etc. hence it's unlikely to happen

Matite
04/03/2015, 08:20 AM
No, SetObjectMaterial is not an option. Why do you think Matite made 4 new doors just for that house in particular? Because there are no doors that fit the doorway. I suggested a breakable one because no breakable door will fit in the doorway. I suggested wood as the default texture because it would be more realistic to shatter a wooden door.

The reason I added the extra doors is because some people do not use the SetObjectMaterial function.

The doorways in the new MI house are actually designed to work with the existing GTASA dynamic doors that open when you push on them (for example ID 1502).

As for breakable items I do not think we will be adding them as they need to be added to the object.dat file which would then need to be locked. This would obviously be a problem for modders.

:)

beckzy
04/03/2015, 09:40 AM
Helena's bedroom interior is bugged. There are invisible walls all over. I suggest a fixed version of the interior object which is:

ID: 14871
Model: Kylie_barn
Texture: gf3

This is what the interior looks like:

http://i59.tinypic.com/1zd66uv.jpg

Edit: I should mention that the interior is made up of 5 objects in total but it appears to be the main interior object (that of which I posted) that is bugged.

Crayder
04/03/2015, 12:08 PM
Helena's bedroom interior is bugged. There are invisible walls all over. I suggest a fixed version of the interior object which is:

ID: 14871
Model: Kylie_barn
Texture: gf3

This is what the interior looks like:

http://i59.tinypic.com/1zd66uv.jpg I suggest making this one single object and make like an entire barn out of it. THis would be badass for farming and stuff. This can be used as the inside and it would be enterable.

Jaxson
04/03/2015, 02:04 PM
A bow and an arrow is what I'm looking forward to.

Maurice_Smoke
04/03/2015, 02:11 PM
Looking forward to more mechanic garage stuff like tool boxes and so on, and siren bars of the ambulance and the firetruck ((VEH ID :407)) with lights.

Patrik356b
04/03/2015, 06:15 PM
I suggest making this one single object and make like an entire barn out of it. THis would be badass for farming and stuff. This can be used as the inside and it would be enterable.

the staircase is a seperate object already, so it's halfway done

Darius94
04/03/2015, 06:25 PM
http://wiki.sa-mp.com/wroot/images2/e/e7/Skin_16.pnghttp://wiki.sa-mp.com/wroot/images2/a/a3/Skin_260.png

the orange vest from this skin, so it can be used like the Police vest.

Whizion
04/03/2015, 06:32 PM
A smaller version of the current cow object please. :D

Wow, this was added, thanks Matite. :D

My dream of creating a cow server will finally come true. :cool:

AIped
04/03/2015, 06:50 PM
Wow, this was added, thanks Matite. :D

My dream of creating a cow server will finally come true. :cool:

Yea cool huh ? i suggested the parking garage under ls_apartment enterable and he did it :D
I wonder if he thought about adding Aliens and/or alien masks too ..cuz that was my other suggestion XD (comes nice with that ufo).
but oh hey you cant have everything in life

Luis-
04/03/2015, 07:06 PM
Would actually be brilliant to have some masks from GTA V, obviously they'd have to be created from scratch.

Also, some more suggestions.
- Golf Clubs.
- Maybe a brick wall (same as the other wall objects)

Crayder
04/03/2015, 08:03 PM
Would actually be brilliant to have some masks from GTA V, obviously they'd have to be created from scratch.

Also, some more suggestions.
- Golf Clubs.
- Maybe a brick wall (same as the other wall objects)

1. There is already a golf club.
2. There is already walls which you can put brick textures on.

Luis-
04/03/2015, 08:09 PM
Yeah, one golf club, would be nice to have a putter and some irons too. I'd prefer a wall with a brick texture already on it, would be much easier.

Crayder
04/03/2015, 11:45 PM
Yeah, one golf club, would be nice to have a putter and some irons too. I'd prefer a wall with a brick texture already on it, would be much easier.

I agree with the putter and irons, but the wall is really a useless addition.


New suggestion (hope this is noticed):

Each building from object 16323 (which is the a69 buildings) could be extracted as separate objects. Also, the garage door (half of it actually because it's two doors) on the green building should be extracted as another object so we can use it on object 3268 and the extracted building.

Maybe you could also make 16093 and 16638 one single object too. Just remove the blue tint, computers, the shelf thing, and the window so we can shoot through it. If you do this maybe you could also just extract the enterable part as a separate object for those who don't want the entire thing.

dionisak0s
05/03/2015, 01:22 PM
I would really like to see this gate without any signs on it, just a regular gate without something special on it, the object ID is 980 as you can see.
http://i.imgur.com/qNoKGoH.png

SimonItaly
05/03/2015, 01:37 PM
Have you tried retexturing with an invisible one? There should be a macro for SetInvisibleTexture somewhere.

n0minal
05/03/2015, 01:44 PM
I would really like to see this gate without any signs on it, just a regular gate without something special on it, the object ID is 980 as you can see.
http://i.imgur.com/qNoKGoH.png

Its easy to do man, just re-texture the sign's index with an transparent texture, i do it in 2 minutes.

CalvinC
05/03/2015, 01:47 PM
I would really like to see this gate without any signs on it, just a regular gate without something special on it, the object ID is 980 as you can see.
http://i.imgur.com/qNoKGoH.png

Have you tried retexturing with an invisible one? There should be a macro for SetInvisibleTexture somewhere.

Using SetObjectMaterial you can just make it invisible by using texture "none", as it describes in the wiki.
txdname The name of the txd file which contains the replacement texture (use "none" if not required)
texturename The name of the texture to use as the replacement (use "none" if not required)

SimonItaly
05/03/2015, 01:51 PM
Yeah, that's what I meant
#define SetInvisibleTexture(%0,%1) \
SetObjectMaterial(%0, %1, 18631, "none", "none", 0

n0minal
05/03/2015, 01:53 PM
Some objects which can be extracted from cutscenes:

Big Smoke's bat (blank)

http://i.imgur.com/OF8eMiZ.png

Pans

http://i.imgur.com/9B0zVGy.png

Fridge with openable doors

http://i.imgur.com/fXs2r0L.png

Some kind of Ryder's paper

http://i.imgur.com/ggrqxVL.png

Domino game stuff

http://i.imgur.com/Ohhvasy.png

Kitchen stuff from Ryder's house

http://i.imgur.com/IqrMW1j.png


PS: I'll post all objects from cutscenes which aren't present on sa-mp soon.

CalvinC
05/03/2015, 01:58 PM
N0minal, correct me if im wrong, but i don't think the objects in a custscene can be retrieved, as it's just a video.
Some cutscenes are actual recordings of in-game, but not the pictures you posted.

Patrik356b
05/03/2015, 02:08 PM
N0minal, correct me if im wrong, but i don't think the objects in a custscene can be retrieved, as it's just a video.
Some cutscenes are actual recordings of in-game, but not the pictures you posted.

They can, But some objects will not be fully textured or modeled

n0minal
05/03/2015, 02:23 PM
N0minal, correct me if im wrong, but i don't think the objects in a custscene can be retrieved, as it's just a video.
Some cutscenes are actual recordings of in-game, but not the pictures you posted.

They can, But some objects will not be fully textured or modeled

Thats it, then Matite fix the issues on objects and edit if its necessary.

Darius94
05/03/2015, 02:36 PM
Skins should be used too just like any other object, this would be very useful for dead bodies filescripts.

Dredd
05/03/2015, 04:10 PM
Skins should be used too just like any other object, this would be very useful for dead bodies filescripts.

Yep, indeed. And not only for that.
Could also be used for non-moving NPC's (In shops for example).

SimonItaly
05/03/2015, 04:36 PM
Police radio? (skin 265)
http://i.imgur.com/lDueEvy.png

AroseKhanNiazi
05/03/2015, 05:28 PM
I would like to sign boards on with we can write texts easily. :D

n0minal
05/03/2015, 10:35 PM
Here goes some more objects from cutscenes:

Ryder's chair:

http://i.imgur.com/5E0sOd9.png

SQUARE wooden box

http://i.imgur.com/SmdgylW.png

Kendl's bag

http://i.imgur.com/65wx5Og.png

The Truth's weed bong

http://i.imgur.com/ym1zwtR.png



And also, i suggest to sepparate these mechanic objects from CJ's and Vialpando's garage (SF):

http://i.imgur.com/usv1fhR.png


Hope you consider it Matite, thanks for everything.

Romz
06/03/2015, 01:09 AM
Good)

Patrik356b
06/03/2015, 01:53 AM
Here goes some more objects from cutscenes:

SQUARE wooden box

http://i.imgur.com/SmdgylW.png


That looks like the standard wooden box. i don't know the id, but it's gonna be one listed here: http://gta-sa-mp.de/forum/index.php?page=Objects&objPage=searchName&objSearch=ammo

Crayder
06/03/2015, 03:12 AM
I would like to sign boards on with we can write texts easily. :D

Use objects 19475 through 19483, they are plain objects with different sizes made just for what you want. Write on them with SetObjectMaterialText.

EDIT:
That looks like the standard wooden box. i don't know the id, but it's gonna be one listed here: http://gta-sa-mp.de/forum/index.php?page=Objects&objPage=searchName&objSearch=ammo

Actually I know this object, I use it quite frequently in my inventory scripts and stuff. 2358 and another one like it without the word ammo on the side 2969.

Crayder
06/03/2015, 03:14 AM
EDIT: FUCK, double posted. Delete this shiz plz.

$Marco$
06/03/2015, 12:10 PM
Can we get this object separated? (OBJECT ID: 14622).
http://i.imgur.com/qzf9g51.jpg

SimonItaly
06/03/2015, 12:53 PM
Also this would be pretty useful if separated (16444, des_blackbags)
http://i.imgur.com/DUx3MOT.png

n0minal
06/03/2015, 12:55 PM
That looks like the standard wooden box. i don't know the id, but it's gonna be one listed here: http://gta-sa-mp.de/forum/index.php?page=Objects&objPage=searchName&objSearch=ammo

Yes i use the wooden ammo box too, i know it exists but that object on the image is an square, not rectangular like the ammo box one...

Patrik356b
06/03/2015, 01:19 PM
Yes i use the wooden ammo box too, i know it exists but that object on the image is an square, not rectangular like the ammo box one...

That could be an illusion though cause the viewing angle only shows one side


Also this would be pretty useful if separated (16444, des_blackbags)
http://i.imgur.com/DUx3MOT.png

I was about to suggest this but you got there before me :p

long76
06/03/2015, 01:28 PM
searchlight! http://forum.sa-mp.com/attachment.php?attachmentid=6984&d=1390762990

Jon_De
06/03/2015, 03:52 PM
normal money bag object without hole

Patrik356b
06/03/2015, 04:14 PM
searchlight! http://forum.sa-mp.com/attachment.php?attachmentid=6984&d=1390762990

Would be cool if the lightbeam were affected by SetObjectMaterial - Discolights ftw :p

Crayder
06/03/2015, 08:50 PM
Well are those searchlights even objects? If they are not it would be so badass to have a createsearchlight function with onplayerentersearchlight and exit detection.

AroseKhanNiazi
06/03/2015, 09:39 PM
Well are those searchlights even objects? If they are not it would be so badass to have a createsearchlight function with onplayerentersearchlight and exit detection.

Ye :D it would be really awesome.

My Suggestion is add checkpoints object so i can use it as pickup, as the CreateCheckpoint won't appear on sa-mp created objects it appears on ground so this can be an solution and more over add a function like SetPickupTexture

Matess
06/03/2015, 09:59 PM
Ye :D it would be really awesome.

My Suggestion is add checkpoints object so i can use it as pickup, as the CreateCheckpoint won't appear on sa-mp created objects it appears on ground so this can be an solution and more over add a function like SetPickupTexture

Yeah a few default sizes of checkpoint as an object. Great idea!

n0minal
07/03/2015, 01:05 AM
Ye :D it would be really awesome.

My Suggestion is add checkpoints object so i can use it as pickup, as the CreateCheckpoint won't appear on sa-mp created objects it appears on ground so this can be an solution and more over add a function like SetPickupTexture

Its easily scriptable, why don't you make it? Will took at least for me 30 minutes to do, thats why sa-mp team dont pay attention to some suggestions, some guys keep posting a lot of stuff which can be easily done using pawn and make the topics grow up to 90 pages of useless stuff. Learn pawn before suggesting something.

Crayder
07/03/2015, 01:32 AM
Its easily scriptable, why don't you make it? Will took at least for me 30 minutes to do, thats why sa-mp team dont pay attention to some suggestions, some guys keep posting a lot of stuff which can be easily done using pawn and make the topics grow up to 90 pages of useless stuff. Learn pawn before suggesting something.

This and this is not a suggestions topic. I admit my last suggestion was not 100% object related (~99.80% of it was), but we shouldn't be going that far off topic. Besides, there is already a checkpoint object!

BloodyEric
07/03/2015, 01:13 PM
A hemisphere of glass/whatever which is big enough to totally surround Los Santos / San Fierro / Las Venturas like in the Simpsons movie or Stephen Kings Under the Dome. :)

Patrik356b
07/03/2015, 02:44 PM
A hemisphere of glass/whatever which is big enough to totally surround Los Santos / San Fierro / Las Venturas like in the Simpsons movie or Stephen Kings Under the Dome. :)

That would probably be too large to work correctly

BloodyEric
07/03/2015, 04:08 PM
Nargh, shouldnt it be possible because samp supports higher viewdistances for objects for some time now?

AroseKhanNiazi
07/03/2015, 05:19 PM
Its easily scriptable, why don't you make it? Will took at least for me 30 minutes to do, thats why sa-mp team dont pay attention to some suggestions, some guys keep posting a lot of stuff which can be easily done using pawn and make the topics grow up to 90 pages of useless stuff. Learn pawn before suggesting something.

can we go through that object ? p.s adding it as pickup has very small size and it's of white color, btw you got fix for it please please help me doing it..

http://wiki.sa-mp.com/wiki/Function:SetPlayerCheckpoint

idk then why they wrote this ?
Known Bug: Checkpoints created on server-created objects (CreateObject/CreatePlayerObject) will appear down on the 'real' ground, but will still function correctly. There is no fix available for this issue. A pickup can be used instead.

Crayder
07/03/2015, 05:39 PM
can we go through that object ? p.s adding it as pickup has very small size and it's of white color, btw you got fix for it please please help me doing it..

http://wiki.sa-mp.com/wiki/Function:SetPlayerCheckpoint

idk then why they wrote this ?

This is not a place to be asking for help.

AroseKhanNiazi
07/03/2015, 05:40 PM
This is not a place to be asking for help.
i am not asking, just confirming that how could it be done if not then why oppose my suggestion.

Tamer
07/03/2015, 06:15 PM
I have an idea, make a big object with several material splits, it will have all roadsigns on it, including a nuclear (radiation) warning aswell. If you need a sign from that big object, you can re-texture any ordinary roadsign object from the game itself (or another item if you want too) and use the texture from that big object.



This way, you'll profit from object ID slots and have all of the roadsign objects in one single object.


There's a big object, It has lots of roadsigns on it,

Textures 0: Right turn
1: Left turn
2: One way
3: No entrance
4: Sharp turn (left)
5: Sharp turn (right)
6: Heavy trucks allowed.
7: Only bikes
8: No parking
...

The list goes on, so if lets say, I want the Left turn sign on an object I can use (a roadsign object, or maybe put it on a wall) I use the left turn sign texture via SetObjectMaterial() on the object I desire that sign to be.

Put all textures from these signs maybe? I don't know how hard this is though.

http://forum.sa-mp.com/showthread.php?t=285398


Also, this way you can add a possibility for more textures to be used for other objects? Such as mossy / grass textures (just an example) this big object will have usable tiles that have visible seperate - usable textures via SetObjectMaterial() (source textures come from this big object)

AroseKhanNiazi
07/03/2015, 06:17 PM
I have an idea, make a big object with several material splits, it will have all roadsigns on it, including a nuclear (radiation) warning aswell. If you need a sign from that big object, you can re-texture any ordinary roadsign object from the game itself (or another item if you want too) and get it done.

This way, you'll profit from object ID slots and have all of the roadsign objects in one single object.

wait are you telling me ? if yes i am asking for idea about checkpoints. fixing them. with using objects as cp that look like real Checkpoints

n0minal
07/03/2015, 06:19 PM
wait are you telling me ? if yes i am asking for idea about checkpoints. fixing them. with using objects as cp that look like real Checkpoints

http://wiki.sa-mp.com/wiki/IsPlayerInRangeOfPoint

Tamer
07/03/2015, 06:20 PM
wait are you telling me ? if yes i am asking for idea about checkpoints. fixing them. with using objects as cp that look like real Checkpoints

I'm talking in general. My idea has nothing to do with checkpoints.

AroseKhanNiazi
07/03/2015, 06:21 PM
http://wiki.sa-mp.com/wiki/IsPlayerInRangeOfPoint

but how can this be used to make checkpoint float over sa-mp created objects ? there is one more problem how do i make it look like real checkpoints ? the size is too small. BTW can you pass through that object ?

Crayder
07/03/2015, 07:38 PM
I'm talking in general. My idea has nothing to do with checkpoints.

You suggestion does not consider the fact that an objects textures are limited to 16 slots. We could have one though, 16 signs is enough.

but how can this be used to make checkpoint float over sa-mp created objects ? there is one more problem how do i make it look like real checkpoints ? the size is too small. BTW can you pass through that object ?

Stop talking about that here, you're asking for help in a suggestions thread.

IsPlayerInRangeOfPoint will allow you to see if a player is near the object.
Yes that object has no collision so you can pass through it.

AroseKhanNiazi
07/03/2015, 09:12 PM
I didn't start it, i gave gave my suggestion. Just check all my posts.

Rick.
07/03/2015, 09:21 PM
I think a function to resize objects is really useful.

dionisak0s
07/03/2015, 09:34 PM
Its easy to do man, just re-texture the sign's index with an transparent texture, i do it in 2 minutes.

I am using that object as a dynamic gate on my RP Server, that is why I need it

n0minal
07/03/2015, 09:43 PM
I am using that object as a dynamic gate on my RP Server, that is why I need it

You can only remove the signs by changing the item index to some transparent texture. Try to use texture studio you will now what i'm talking about.

@Matite some more intresting objects from cutscene:

http://i.imgur.com/9lpCC8X.png

http://i.imgur.com/00AwHfF.png

Tamer
07/03/2015, 10:10 PM
You suggestion does not consider the fact that an objects textures are limited to 16 slots. We could have one though, 16 signs is enough.

Isn't it better to have a single object with 16 different textures rather than having 16 different objects with only 1 texture inside them?

Patrik356b
08/03/2015, 12:39 AM
Isn't it better to have a single object with 16 different textures rather than having 16 different objects with only 1 texture inside them?

SetObjectMaterial would help :p

Matite
08/03/2015, 07:17 AM
Nargh, shouldnt it be possible because samp supports higher viewdistances for objects for some time now?

Yes, SA-MP supports large view distances but GTASA does not support objects with COLs larger than 250x250 units or so. What you are suggesting would need to be much larger than that so it is not possible.

Crayder
08/03/2015, 07:25 AM
SetObjectMaterial would help :p

That's what he's talking about, an object that is used as a texture palette. @Tamer, Yes I know, I was only correcting you. It would be better if we could just pull textures out of the img file itself, or even a single txd in the img made to be used as a palette.

dionisak0s
08/03/2015, 09:16 AM
But still it would be nice if we get atleast 2-3 gates, in different styles and sizes without any stupid signs like AIRPORT or CAR PARK just keep out or something like that, which would make them look a little bit better.

bookknp
08/03/2015, 11:39 AM
http://i.imgur.com/mTKGXr7.gif

HeLiOn_PrImE
08/03/2015, 12:42 PM
Maybe some mountain objects that would end on the same level as current modular island objects so you can create islands which would not be plain too much.

+1 please add some!!

Atlas
08/03/2015, 02:57 PM
Maybe some mountain objects that would end on the same level as current modular island objects so you can create islands which would not be plain too much.
Yes we need this like I wanted to map some more mountains and some touge mountains tracks but its literraly hell to map those with what we have now its hard and thousands of objects
Andddd would be cool to finally be able to add water or some big water objects :D

AroNix
08/03/2015, 07:13 PM
http://img87.imageshack.us/img87/6258/kwkmodzj1.gif

When i search on ****** i see that images :
http://farm9.staticflickr.com/8009/7101771673_ef31e06a9b_z.jpg

http://farm9.staticflickr.com/8156/7106833831_1a4d503fe0_b.jpg


http://farm9.staticflickr.com/8009/7101771673_ef31e06a9b_z.jpg

3D letters ?

mirou123
08/03/2015, 09:29 PM
Since we have the SetObjectMaterial function I don't really see a need for the same object duplicated but with differant colors. I suggest those get removed and add differant ones. That should keep the download size consistant.

Patrik356b
08/03/2015, 09:52 PM
Since we have the SetObjectMaterial function I don't really see a need for the same object duplicated but with differant colors. I suggest those get removed and add differant ones. That should keep the download size consistant.

That would "break" maps using all these wall objects (but i'd prefer more objects over recolored ones)

Dredd
09/03/2015, 12:02 AM
Suggested a few times already, but once again...
http://i.imgur.com/lIidy.jpg

vannesenn
09/03/2015, 12:57 AM
Shoes, jeans, t-(shirts), jewelry, bra, soxs, panties, hairs, beards for modular skins...

OT: Maybe some new skins without clothes(Black, white, and yellow mans and womens)...

That will be like in SP in Binco and others clothes shops

DRIFT_HUNTER
09/03/2015, 01:26 AM
I would like to see some mountains,cliffs and beaches with and wihtout roads...building your own paradise island would be pretty cool...