mapfixes: add model transparency fixes
Fix for https://github.com/multitheftauto/mtasa-blue/issues/2074
Idea by @FileEX
WIP
Sets draw_last model flag to model ID 3089 so its glass transparency works correctly and you can see through it.
BEFORE:
AFTER:
This is a draft because I used engineRestreamWorld() to reload the model but this is overkill, and it also affects the player by making it get stuck and move on the ground when spawning if done at the same time as map fixes loads (happens when you join freeroam).
Me and @FileEX are gonna find a solution
Hi. Are you really sure that you need to use engineRestreamWorld() to restore transparent objects?
Is this still a draft because you haven't done all the objects? No need for you to do all the objects for this to be merged. Merging it means that people can add models to the list if they are affected by it, without having to implement the code themselves.
Is this still a draft because you haven't done all the objects? No need for you to do all the objects for this to be merged. Merging it means that people can add models to the list if they are affected by it, without having to implement the code themselves.
I need an alternative for not having to do engineRestreamWorld to reload the models
because of the model flags
Maybe this can be used to re-stream the model after changing its model flags https://github.com/multitheftauto/mtasa-blue/pull/4357 instead of re-stream world
Technically, with that new feature, I think we could call engineRestreamModel(model_id) after engineSetModelFlag(model_id, flag_name, state).
#4357 in mtasa-blue was merged! So we can soon advance with these model fixes as we now have model restream functionality!