Mapping underwater
#8

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Originally Posted by NaS
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Well, as long as the player is above the water (z > 0.0), the objects that should be invisible above water are made invisible (Using SetObjectMaterial). And when he gets below 0.0, they are set to the normal textures.

But as I said that is a lot of work for the cpu if there are many players and/or objects, since the objects must be visible per-player.

If this is what you mean. If you mean the bug, it could be worked-around with the above mentioned script, but would be ugly.
That would not be a good way to work around it, especially if some of the objects are half way out - half way in.

I don't like this either, it's not really a bug though. They (Rockstar and SA-MP) just need to use the right flags when creating objects. They must've had a reason for this to be possible though.
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Messages In This Thread
Mapping underwater - by Ciarannn - 26.02.2015, 20:43
AW: Mapping underwater - by NaS - 26.02.2015, 20:49
Re: AW: Mapping underwater - by Ciarannn - 26.02.2015, 22:31
Re: Mapping underwater - by semara123 - 26.02.2015, 22:49
Re: Mapping underwater - by Crayder - 27.02.2015, 01:52
Re: Mapping underwater - by Ciarannn - 27.02.2015, 06:50
AW: Mapping underwater - by NaS - 27.02.2015, 12:52
Re: AW: Mapping underwater - by Crayder - 27.02.2015, 13:56

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