- v0.0.1: Initial version. (Jan 7)
- v0.0.2: Fixed a bug that was not changing all LODEND and LODSTART; differentiates between START and END now. (Jan 9)
In my quest to figure out how to further the draw distance of vehicles, lamp post lighting, and most importantly vehicle headlight lighting, I came upon something a little interesting...
In /models/, there is a file called effects.fxp. Like timecyc, which controls weather and visual draw distance, I found out that this file also has a very small draw distance for EFFECTS. Basically, not only do effects like smoke, fire, and explosions only appear at a VERY short distance, the level of detail on them is harsh as well. So, I was going to modify mine and release it, but I realized that many of you use different effects.fxp files from various texture mods. Instead, I've created a simple application.
- Download the latest version here (fxpcull vX.X.X.zip), extract it somewhere.
- Copy /models/effects.fxp to the place you extracted the files.
- Run fxpcull.exe. It will ask you how much you want to multiply the distance values by (I suggest something between 10 and 20), which values to ignore (this means it will skip anything that already has a draw distance this high; I suggest between 150 and 500), and also how high to clamp (if after multiplying, the value exceeds this, clamp it; I suggest 1000 to 2000).
- It will output a new file, effects.new.fxp. Rename it to effects.fxp and copy it over to your /models/ directory.
- Play the game.
Now you can actually destroy vehicles from a distance and see if you're landing any hits or not. Looks particularly great with better textures, like KING_OF_SA's mod. According to GTA_XP's test on integrated video, extending the draw distance of effects has virtually no negative effect on performance.
Here is a video, thanks to dingleman:
And for any coders wondering why the hell this includes so many DLLs, I didn't want to do it in C, since I'm pretty rusty. So, I wrote it in PHP and compiled it with the Roadsend IDE, which sucks in Windows.