mta-add-models
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Library for Multi Theft Auto: San Andreas that lets you add new models to your server
mta-add-models is an MTA resource (library) which makes use of the engineRequestModel features to add new peds (skins), vehicles and objects:
- syncs all added models with all players
- minimalistic, optimized and bug free
In simpler terms, with this resource you can make scripts/change your scripts to add new skin, vehicle and object IDs to your server! For example we can now add all SA-MP objects whilst keeping their intended IDs.
MTA forum thread: link
Support/Help
If you need help with anything related to this project, please read the corresponding section on the MTA forum thread linked above.
Your opinion matters
Visit the project's feedback page to check other people's opinions and share your own.
Getting Started
Prerequisites
- Required minimum MTA Server & Client version
1.6.0-9.22204.0
(MTA 1.6) ⚠️ - Get the installers from nightly.mtasa.com
- Client should auto-update upon joining the server
- Find out what the build numbers mean here: buildinfo.mtasa.com
- If you don't have the right version these resources will not work correctly
Includes
newmodels: main library resource
- (debugging) unittest_newmodels: a resource for testing the main scripts
- (recommended) newmodels-engine: a resource that uses the main scripts (useful)
- (optional) sampobj_reloaded: a resource that adds all SA-MP object models to your server
- 👉 Download
models.zip
containing all dff/txd/col files required
- 👉 Download
- (optional) vehicle_manager: a basic resource that adds some vehicle models to your server with custom properties
- (optional) editor_custom: modified MTA:SA Map Editor resources to support using new model IDs
Install
- Get the latest release: here
- Download the source code Zip and extract it
- Place the
newmodels
folder in your server's resources - Use command
start newmodels
in server console
Quick Testing
- Place mod files newmodels/models (dff & txd (& col for objects))
- List them in newmodels/meta.xml like the example
- As of version 2.0, files have the
download="false"
attribute, causing newmodels to handle downloading them later only when needed - Define them in newmodels/mod_list.lua inside
modList
like the example - Use the commands to test, have fun!
Commands
Main testing commands in newmodels
:
- /listmods lists all defined mods
- /allocatedids shows all allocated mod IDs in realtime
- /selements lists all streamed in elements for debugging purposes
- /myskin [ID] sets your skin to a default or new ID
- /makeped [ID] creates a ped and sets its model to a default or new ID
- /makeobject [ID] creates an object and sets its model to a default or new ID
- /makevehicle [ID] creates a vehicle and sets its model to a default or new ID
How to Use
General Information/Guide: It should help you understand how the newmodels resource works and how to use it.
NandoCrypt
There is support for encrypted model files using the NandoCrypt resource.
This is useful for those who want to keep the models private & prevent people from stealing them.
Object Collisions
Object mods need a .col file to define its collisions. Ped and vehicles don't need any because the collisions are automatically generated by the game engine.
Use the KDFF tool to generate a .col
file from a given .dff
model (tutorial here).
Credits
The resources newmodels
, vehicle_manager
and sampobj_reloaded
include mods from the following sources:
Related Projects
- mta-mod-downloader: mod downloader system with GUI which supports NandoCrypt
- mta-auto-modloader: easy to use automatic mod loader system which also supports NandoCrypt
Final Note
Feel free to update the documentation in this repository and contribute to the code via pull requests.
Thank you for reading, have fun!