Resource:Custom coronas: Difference between revisions

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<syntaxhighlight lang="lua">bool exports.custom_coronas:createCorona(float posX,posY,posZ,size,int colorR,colorG,colorB,colorA,[bool isSoftParticle = false])</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.custom_coronas:createCorona(float posX,posY,posZ,size,int colorR,colorG,colorB,colorA,[bool isSoftParticle = false])</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''float posX, posY, posZ:''' Position in world space.
*'''float size:''' Size of the corona.
*'''int colorR,colorG,colorB,colorA:''' Corona RGBA color emitted by the corona (0 - 255).
===Optional Arguments===
*'''bool isSoftParticle:''' The aim with soft particles is to remove the ugly artifact that appears when the particle quad intersects the scene. The option requires DepthBuffer access.
===Returns===
The function returns true if set successfully, false otherwise.
</section>
====createMaterialCorona====
<section name="Client" class="client" show="true">
This function creates a shadered materialLine3d Corona with a custom material.
<syntaxhighlight lang="lua">bool exports.custom_coronas:createMaterialCorona(element material,float posX,posY,posZ,size,int colorR,colorG,colorB,colorA,[bool isSoftParticle = false])</syntaxhighlight>
===Required Arguments===
*'''element material:''' Material to replace the standard corona texture with.
*'''float posX, posY, posZ:''' Position in world space.
*'''float posX, posY, posZ:''' Position in world space.
*'''float size:''' Size of the corona.
*'''float size:''' Size of the corona.
Line 32: Line 47:
===Required Arguments===  
===Required Arguments===  
*'''element coronaElement:''' A previously declared corona element.
*'''element coronaElement:''' A previously declared corona element.
===Returns===
The function returns true if set successfully, false otherwise.
</section>
====setCoronaMaterial====
<section name="Client" class="client" show="true">
This function sets custom material for the corona.
<syntaxhighlight lang="lua">bool exports.custom_billboards:setCoronaMaterial(element coronaElement,element material)</syntaxhighlight>
===Required Arguments===
*'''element coronaElement:''' A previously declared corona element.
*'''element material:''' Material to replace the standard corona texture with.
===Returns===
===Returns===
The function returns true if set successfully, false otherwise.
The function returns true if set successfully, false otherwise.

Revision as of 21:16, 11 September 2014

This resource lets You create some coronas. Not just your typical gtasa coronas that often times fail to appear. Since in this case corona Elements are created using dxDrawMaterialLine3d MTA function. I have changed the behaviour of the material to act as cylindrical billboards do.

Overview

It is easy to use, gives a few options to manage coronas.

The resource itself adds exported clientside functions:

Exported functions

createCorona

Click to collapse [-]
Client

This function creates a shadered materialLine3d Corona.

bool exports.custom_coronas:createCorona(float posX,posY,posZ,size,int colorR,colorG,colorB,colorA,[bool isSoftParticle = false])

Required Arguments

  • float posX, posY, posZ: Position in world space.
  • float size: Size of the corona.
  • int colorR,colorG,colorB,colorA: Corona RGBA color emitted by the corona (0 - 255).

Optional Arguments

  • bool isSoftParticle: The aim with soft particles is to remove the ugly artifact that appears when the particle quad intersects the scene. The option requires DepthBuffer access.

Returns

The function returns true if set successfully, false otherwise.

createMaterialCorona

Click to collapse [-]
Client

This function creates a shadered materialLine3d Corona with a custom material.

bool exports.custom_coronas:createMaterialCorona(element material,float posX,posY,posZ,size,int colorR,colorG,colorB,colorA,[bool isSoftParticle = false])

Required Arguments

  • element material: Material to replace the standard corona texture with.
  • float posX, posY, posZ: Position in world space.
  • float size: Size of the corona.
  • int colorR,colorG,colorB,colorA: Corona RGBA color emitted by the corona (0 - 255).

Optional Arguments

  • bool isSoftParticle: The aim with soft particles is to remove the ugly artifact that appears when the particle quad intersects the scene. The option requires DepthBuffer access.

Returns

The function returns true if set successfully, false otherwise.

destroyCorona

Click to collapse [-]
Client

This function destroys a shadered materialLine3d Corona element.

bool exports.custom_coronas:destroyCorona(element coronaElement)

Required Arguments

  • element coronaElement: A previously declared corona element.

Returns

The function returns true if set successfully, false otherwise.

setCoronaMaterial

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Client

This function sets custom material for the corona.

bool exports.custom_billboards:setCoronaMaterial(element coronaElement,element material)

Required Arguments

  • element coronaElement: A previously declared corona element.
  • element material: Material to replace the standard corona texture with.

Returns

The function returns true if set successfully, false otherwise.

setCoronaSize

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Client

This function sets size of the corona.

bool exports.custom_billboards:setCoronaSize(element coronaElement,float size)

Required Arguments

  • element coronaElement: A previously declared corona element.
  • float size: Size of the corona.

Returns

The function returns true if set successfully, false otherwise.

setCoronaPosition

Click to collapse [-]
Client

This function sets corona position.

bool exports.custom_coronas:setCoronaPosition(element coronaElement,float posX,posY,posZ)

Required Arguments

  • element coronaElement: A previously declared corona element.
  • float posX, posY, posZ: Position in world space.

Returns

The function returns true if set successfully, false otherwise.

setCoronaColor

Click to collapse [-]
Client

This function sets light color values.

bool exports.custom_coronas:setCoronaColor(element coronaElement,float colorR,colorG,colorB,colorA)

Required Arguments

  • element coronaElement: A previously declared corona element.
  • float colorR,colorG,colorB,colorA: Corona RGBA color emitted by the corona (0 - 255).

Returns

The function returns true if set successfully, false otherwise.

setCoronasDistFade

Click to collapse [-]
Client

Set the Max distance of the corona to sync and the distance on which the it starts to fade out.

bool exports.custom_coronas:setCoronasDistFade(int MaxEffectFade,int MinEffectFade)

Required Arguments

  • int MaxEffectFade: Set the Max distance of the corona to sync.(Must be greater than MinEffectFade).
  • int MinEffectFade: Set the distance on which the corona starts to fade out.

Returns

The function returns true if set successfully, false otherwise.

Examples

local corTable = {}

function addStuff()
	for i=1,30 do
		for j=1,30 do
			corTable[i] = exports.custom_coronas:createCorona(i * 7,j * 7,10,4,math.random()*255,math.random()*255,math.random()*255,1*255,false) 
		end	
	end
end

addEventHandler("onClientResourceStart", getResourceRootElement( getThisResource()), addStuff)

This creates a 400 coronas near position (0,0,0)

local vehicle1 = nil
addEventHandler("onClientVehicleEnter", getRootElement(),
    function(thePlayer, seat)
        if thePlayer == getLocalPlayer() then
            vehicle1 = source
        end
    end
)

local carLight = exports.custom_coronas:createCorona(0,0,0,4,math.random()*255,math.random()*255,math.random()*255,1*255)
addEventHandler("onClientPreRender", root, function()
	if vehicle1 then 
		xxx1,yyy1,zzz1 = getElementPosition(vehicle1)
		exports.custom_coronas:setCoronaPosition(carLight,xxx1,yyy1,zzz1)
	end
end
) 

This creates a corona and attaches it to a vehicle that the player enters.

Of course when you want to use these functions in your resources you have to include the custom_coronas resource in meta.

See Also

A youtube video

Custom Coronas resource on MTA Community

WebGL Orthographic 3D