[Tutorial] Static Car Models - Printable Version +- Need For Speed :: San Andreas (https://www.nfssa.net) +-- Forum: English Forums (https://www.nfssa.net/forumdisplay.php?fid=6) +--- Forum: Maps Showroom (https://www.nfssa.net/forumdisplay.php?fid=29) +--- Thread: [Tutorial] Static Car Models (/showthread.php?tid=11551) Pages:
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[Tutorial] Static Car Models - Tekk - 18-05-2020 Hi. As some of you probably already know, the server has a feature called static cars. You can enable it in the [F11] menu by checking the specific box. What it does is replacing the MTA editor cars (scenery models on the maps) with their "lightweight versions", so you won't need to stress your CPU around the unnecessary crap. If you don't have it enabled, I'd suggest you to do it. It's totally worth it. The idea behind this thread is to share the information about the replaced models. The 50-most-used cars got their replacements. The further information is probably only gonna be useful for those who finds the map creation process fun and wants to optimize their stuff yet keep the specific theme for it. The list of vehicles that are supported by the "static cars" script: id="403" model= Linerunner id="404" model= Perennial id="405" model= Sentinel id="406" model= Dumper id="407" model= Firetruck id="408" model= Trashmaster id="409" model= Stretch id="411" model= Infernus id="412" model= Voodoo id="416" model= Ambulance (was replaced with Cartel Cruiser but has a static model working) id="420" model= Taxi id="422" model= Bobcat id="426" model= Premier id="427" model= Enforcer id="431" model= Bus id="435" model= Trailer 1 id="437" model= Coach id="445" model= Admiral id="455" model= Flatbed id="457" model= Caddy id="470" model= Patriot id="475" model= Sabre id="482" model= Burrito id="486" model= Dozer id="489" model= Rancher id="507" model= Elegant id="514" model= Tanker id="515" model= Roadtrain id="524" model= Cement Truck id="526" model= Fortune id="528" model= FBI Truck id="533" model= Feltzer id="542" model= Clover id="549" model= Tampa id="552" model= Utility Van id="554" model= Yosemite id="555" model= Windsor (was replaced with Monroe but has a static model working) id="558" model= Uranus id="560" model= Sultan id="562" model= Elegy id="569" model= Flat Freight id="577" model= AT-400 id="578" model= DFT-30 id="579" model= Huntley id="584" model= Petrol Trailer id="590" model= Box Freight id="596" model= Police LS id="598" model= Police LV id="599" model= Police Ranger id="603" model= Phoenix The rest is not supported yet, though most of them can still be spawned and successfully used for the scenery (e.g. Boxville), as they're not affected by the gamemode. Some of the exceptions that cannot be used are gonna be mentioned below. --- The cars listed below will not appear on your maps if you'll use them as a scenery. Their original models were changed so they are now a part of the gamemode. At the same time, they areĀ not supported by the script yet. If you'll try to use these, the gamemode will pick a random "free" car off the list and replace it. That may sorta ruin your maps' scenery as instead of the Bandito (for example), a random Stafford could suddenly appear. These are the models that you can safely ignore during the map creation process: id="413" model= Pony - replaced with Counthash id="419" model= Esperanto - replaced with Futo id="434" model= Hotknife - replaced with Mamba id="440" model= Rumpo - replaced with ZR-130 id="442" model= Romero - replaced with Turismo id="458" model= Solair - replaced with Deluxo id="483" model= Camper - replaced with Kuruma id="490" model= FBI Rancher - replaced with Phantom SUV (Heat Level 6 Police Heavy Unit) id="499" model= Benson - replaced with A-Type id="525" model= Tow Truck - replaced with BeeJay XL id="529" model= Willard - replaced with Beamer id="535" model= Slamvan - replaced with Kalahari id="568" model= Bandito - replaced with Locust 69 id="583" model= Tug - replaced with Buggy id="597" model= Police SF - replaced with VC Banshee (Heat Level 5 & 6 Police Unit) --- That's all. I hope this information was any useful to you. Shoutouts to Quindo and Orbacle for providing me the information I needed to finish this post. RE: [List] Static Car Models - RacerTR - 24-05-2020 OMG RUMPO UPDATE REAL THEY MADE RUMPO A SPORTS CAR RE: [List] Static Car Models - scaftz - 05-06-2020 What will appear on the map if i put an Ambulance and players play the map without static cars model enabled? Honestly i never see a Cartel Cruiser appear as decoration but i just want to be sure. Also, if it appears just fine, why shouldn't it do the same for the non static cars that has been replaced such as towruck? RE: [List] Static Car Models - Tekk - 06-06-2020 (05-06-2020, 12:15)scaftz Wrote: What will appear on the map if i put an Ambulance and players play the map without static cars model enabled? Static models are LOD1 models of vanilla cars, which replace some interior props no one on the server can see. Quindo made this script so there would be less impact on the CPUs from maps that are filled with car models. So, if you have this option enabled, the gamemode will activate these static models for you and it may give you a performance improvement. Otherwise the gamemode is gonna switch the ex-Ambulance/Cartel Cruiser with any actual car model that's not replaced with anything at this particular moment. Be it a Stafford or Boxville, for example. Neither looks like an Ambulance or Cartel Cruiser, so that may ruin the look of your map if it has a specific theme. To answer why there's only 50 models and not more - it's because there must be a lot of free IDs (basically interior junk that you can replace) and sadly, these aren't infinite. More to that, sometimes it may cause errors if you'll replace them. So it's better to save the working ones for something really important. RE: [List] Static Car Models - darealarusham - 16-09-2020 im still wondering how too much traffic in races causes lag when they kinda standing by doing nothing except shaking a little RE: [List] Static Car Models - Tekk - 22-09-2020 (16-09-2020, 00:22)darealarusham Wrote: im still wondering how too much traffic in races causes lag when they kinda standing by doing nothing except shaking a little Old games were CPU-dependant and GTA SA is no exception. Not to mention it was originally made for the singlecore CPUs so it never got any optimizations for the newer systems later. I can't say much regarding MTA or NFS:SA in particular, but I had pretty shitty experience when I was running the game on my 2014 model year laptop. So yeah, the amount of additional traffic and props may drastically affect performance if there's too much stuff on the screen, even if it's something low poly. Hope that this answers your question. RE: [List] Static Car Models - 86DrifterYT - 24-09-2020 *Happy intel i3 noises* RE: [List] Static Car Models - scaftz - 04-10-2020 (16-09-2020, 00:22)darealarusham Wrote: im still wondering how too much traffic in races causes lag when they kinda standing by doing nothing except shaking a little The said shaking is how you can tell they are causing lag. Even they are standstill they are still an actual drivable cars and running constant physics calculations. RE: [List] Static Car Models - Tekk - 05-10-2020 (04-10-2020, 16:34)scaftz Wrote: The said shaking is how you can tell they are causing lag. Even they are standstill they are still an actual drivable cars and running constant physics calculations. True. Also, I think it's worth to mention that the reason for this shaking is the editor coordinates (for the object) that were set wrongly. I believe when the car or any other dynamic object is clipping through the ground/some other solid stuff, the game is trying to push it out. In our case it doesn't really happen cause there's "freezing script" that is making the car to stay in one place. So the car just moves slightly and then gets forced back to its original coordinates. This way the process becomes a loop. But anyways, having too many custom objects is bad in general. As I already mentioned above - the game doesn't support multicore, yet making the CPU to do the additional calculations in order to help the GPU with rendering/calculations, as back in the day these were underperforming. Nowadays it's not needed, but you can't stop it. P.S. I don't remember it quite good, but I think it was Quindo who once mentioned it to me, that the way MTA editor works/adds new to the game is not the same way Rockstar originally added all of their objects. I don't think it would be possible to reproduce the SA map in the editor from scratch and get a decent performance in the end, as with the bigger object count the game starts acting up. I'm surprised this thread is still alive but sorta happy there's people who's interested in the subject. Maybe one day the project will receive more optimizations. It's a nice place and it truly deserves more attention. RE: [List] Static Car Models - darealarusham - 04-11-2020 whoa ok thanks guys.what about this,sometimes i see heat 5 banshee on maps,how do you set that to appear?i want to put it in a map ill make in the future. |