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[REL|SA] GTA San Andreas .LOD Mod

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BLlTZ
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#1

Posted 15 January 2012 - 05:06 PM Edited by BLlTZ, 14 February 2014 - 08:59 PM.

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 * No Permission is granted to modify or change the content of these files for other sharing purposes together with other projects, total conversions, mod packs, only with the exception when the user will keep the changes that are done towards the mod, privately. Any other different releases of the original Mod on cloud hosting websites will be reported and removed eventually.
 
 * Don't come to me to make requests for permission, I'm not saying this twice.

 
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 * Author: BLITZ
 * Necessary Requirements: Tweaker & Limit Adjuster & Flicker (aka Project 2dfx); CLEO4 & ASI Loader; IMG Manager. 

 * Other Requirements: Standalone
 * Current Version: 14 February 2014
 * File Size: 143MB

 * Setup Size: 39.5MB
 
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 * Moddb Website
 * Moddb Download Link 
 
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 * For starters is required a clean GTA San Andreas game. Other mods comes second.
 * RECOMMENDATION! Because of the massive changes that were done towards the mod, is required the use of Rebuild gta3.img at the end of San Andreas Lod Mod installation and each time from now on, when any kind of files or mods are being installed.
   If the user is going to see holes (blue-sky) and buildings positioned inappropriate, Rebuild of gta3.img is required.
 * REMINDER!: Because now it was possible to make Lod for Trees, using any advance Tree Mod like Project Oblivion will require a very good or if not a high-end PC which is not older than three or near four years. Project Oblivion is known to ask a very good PC and by making Lod for trees will double the necessary performance required.
   I'm not responsible for any damage over your PC or hardware. You been warned. If your PC cooler sound starts to raise, it means that your PC is using the full power.
   On my EAH3650 HD 1GB with Core 2 Duo 3,01ghz, of 4GB RAM, surely has began to show his age.
 * Because of the changes that I've done with Lod Mod and bringing Lod to trees in this new version, was inevitable for the game to process so many objects while flying or using JetPack.
   With Memory512.cs and the newest (DK22Pac) memory.cs boost, should fix all the blue-sky-holes in the map once your reach higher altitude. (aka buildings, roads, etc disappearing)
   It is possible to get holes in the map sometimes, but DK22Pac cleo should bring them back again very quick, although much better stability than this at the moment you cannot get. 
 * You cannot play San Andreas Lod Mod in MTA.

 * Easy & fast install using ModLoader.
 * Works with SA-MP, however some limits emerged with Lod Mod With Trees (read more about inside the Readme!), unlike Lod Mod Without Trees which works smooth. Tests were made.
 * Works with Project Oblivion/BSOR or other similar mods.
 * Because of the exceptional tool made by TheJAMESGM & ThirteenAG, I was finally able to bring all the objects with animation like rotating Signs [ World's Largest Cock ], including all the other trees with animation that are set to fall on the ground when they are hit on impact.
 * Inside "put into gta3.img" folder, there are three more folders. Each one of them has their own meaning. I've left them in such meaner for people who have enough knowledge about these files, to understand exactly what I changed.
 * Seven new objects are added into the game. The following IDs that were used are 18361 to 18367.

 

 

 Special Thanks!
--------------------
 * DK22Pac for making binthesky_by_DK.cs to boost the stream memory of the game much further.
 * fastman92 for making memory512.cs and methodunderg for compiling the file.
 * Robanswe for finding a way to fix the SA-MP CUSTOM.IDE white textures bug.
 * format c:  as mod tester & reporting all the bugs he found.
 * And for all the members and users who spend their time and reported all the bugs.

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BLlTZ
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#2

Posted 15 January 2012 - 05:07 PM Edited by BLlTZ, 30 January 2014 - 10:29 PM.

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yurban
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#3

Posted 15 January 2012 - 05:40 PM

Good job. It can be used in IV:SA?

TheD94
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#4

Posted 15 January 2012 - 05:41 PM

Great mod idea. icon14.gif
But i am sure it will f*ck the FPS.

BLlTZ
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#5

Posted 15 January 2012 - 06:17 PM

Oh Yeah, don't mind what is written there because it was made some days ago. I only got half of Los Santos to make so it means the mod is near to finish, even though you see TBA at date.

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#6

Posted 15 January 2012 - 08:52 PM

Very very nice BLITZ !

I can't believe the amount of progress you have made over the last couple of weeks ! icon14.gif


RemixPLrc96
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#7

Posted 15 January 2012 - 09:15 PM

Alright, but when LOD objects on server will be used will I see them? Or game will crash?

BLlTZ
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#8

Posted 16 January 2012 - 08:41 AM

QUOTE (TheD94 @ Sunday, Jan 15 2012, 19:41)
But i am sure it will f*ck the FPS.

Look. Don't be scared about this little thing. I'm making this mod together with Srt3 + .lod files that I made a year ago in my gta3.img, meaning I have the textures double time and I don't get any fps drop or change.

I'm making this for the original game, with plain, smudge textures that are already very old.

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#9

Posted 18 January 2012 - 06:13 AM

After seeing your post in the ENB Screenshots thread; I have to ask .. Have you tried this with a timecyc with a high FarClp (Draw Distance). I presume you have Draw Distance set to max in GTA:SA Options?

There are the 2x 5x and 10x Draw Distance timecyc mods out there for easy testing.

Would like to see some tests/comparisons if possible icon14.gif

I think fastman92 wrote a CLEO for quick reloading of certain DATA\ files.

Would aid in quick comparison shots between default/2x/5/10x Draw Distance icon14.gif (yes, this will alter FPS icon13.gif )

Just my thoughts icon14.gif

BLlTZ
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#10

Posted 18 January 2012 - 08:09 AM

Yes I know some mods are out there but I told you, that I don't bother to do such a test as I don't find it necessary for me to do it or maybe because .lod mod doesn't include any optional settings to timecyc. That's you know ... your thing to find out. Maybe I will do this when I finish the mod.
When the mod will be released, you will have all day to test by youself, if you are interested of course.

Leaving this for other times, I really got some excellent news.
I just found an extra road with .IDE & .ILP in Los Santos having .col too. I don't know why R* duplicated the same objects because is under the first one, but this will help me a lot. Another fun part is that I found a normal .dff merge with two objects were in .lod world the objects are separated [my god], having another extra .ILP but with no .IDE and .col meaning I need to make them, although I found another road .lod objects in San Fierro that it doesn't have any connection whatsoever with anything. So I gonna use this road as .IDE and .col for the two merged objects in Los Santos.

So now I have two extra objects that I can use them on those missing objects that I have. How cool this can be. rolleyes.gif

1TUFSS
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#11

Posted 19 January 2012 - 08:51 AM

SRT3 already replaces LODs to this quality, doesn't it?

BLlTZ
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#12

Posted 19 January 2012 - 09:21 AM

Never did. Just Srt3 textures that covers the low .dff objects like landscapes and streets. Buildings impossible to be done manually with Photoshop.
I did this a long time ago because the terrain was switching too often between SRt3 and original game and looked like crap from sky flying a jet.


Just want to say that I finished Los Santos yesterday. And now I'm trying to find and merge buildings for the missing objects. Another issue is that I need to merge .col files as well.

I made a Moddb page and now I'm waiting for the authorization.

aStiffSausage
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#13

Posted 19 January 2012 - 02:23 PM

Sounds pretty awesome and I'll surely be downloading this mod! But one thing...

QUOTE
I'm making this for the original game, with plain, smudge textures that are already very old.


So, it means the textures in .LOD-world are the ones used in original game, but what if someone wants to use SRT3 textures in .LOD-world? Would it require extra-work on it, or how does it work?

BLlTZ
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#14

Posted 19 January 2012 - 02:26 PM

Oh yes, about this, good question. The mod works for any kind of texture. This is a mod, for SRt3 I call it DLC.

So this would not be a problem.

RemixPLrc96
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#15

Posted 19 January 2012 - 03:46 PM

More pics from game pls happy.gif

BLlTZ
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#16

Posted 19 January 2012 - 07:09 PM

My freaking method is working. I manage to merge two objects to have extra slot for a missing object, I changed the slot into missing material and the game runs perfectly with .dff, .txd and with merge collision because I need it to make those work too.

Other than this. I CAN'T BELIVE how sh*tty Los Santos textures are looking. I NEVER like them, especially shops and Hollywood bulevard.

Learned good things in all this weeks of working.

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#17

Posted 19 January 2012 - 07:12 PM

Download Tatui's texture mod for LS icon14.gif

Looks like its full steam ahead BLITZ !

I'm with RemixPLrc96; more pics inlove.gif inlove.gif inlove.gif

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#18

Posted 20 January 2012 - 12:28 PM

Goood, good. I manage to bring Las Vegas sign in lod world because he didn't exit. Why R* could possible do such a terrible mistake to not bring such icon in .lod universe I really don't understand them.

The schedule of release will take a little more time, because after I finish to fill the missing objects, I really want to bring the tress in .lod world although I'm not sure that I will have enough objects to merge in order to make the entire tree system in .lod world. I really want this, because I always disliked when you hit them invisible with your jet.

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#19

Posted 21 January 2012 - 09:15 PM Edited by -BLITZ-, 23 January 2012 - 01:37 PM.

The 24 hours passed.

Interesting! I though I need two same files of .dff one for normal world and the other one in .lod world in order to functioning in .lod world but I haven't realize that I can make them to appear if I set them to 800 meters necessary only for one .dff after I notice this when I was browsing some settings that I made two weeks ago.

Now I manage to split great objects into four.
icon14.gif


This sh*tty Med Editor doesn't let me to erase the .lod objects from a .dff and without a that .lod the game crashes, even if that .dff is already a .lod

It seems that .dff's are attached permanently to it's .lod and if I want to use the same .lod file that it was .dff before, like attach the same .lod, .lod/.dff, .dff the game crash, maybe because is the same objects. Now .lod files aren't attached to any .lod file (lol of course) making my calculations back to two objects in stead of four. sad.gif

The good part is that and hope that going without .dff, I lose the extra .col in the same time, meaning that merged objects will not be effected in their normal world. You will be capable to see attached .lods in SA-MP coustom maps but when you will get near them, one of those two will disappear without affecting you, like hiting a extra wall or something. [I haven't tired SA-MP yet]

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#20

Posted 24 January 2012 - 11:10 PM

Any chance of a BETA before the ENB competition ends? inlove.gif

BLlTZ
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#21

Posted 25 January 2012 - 07:52 AM

And how can I release something that is not even partially finished with gaps and holes into the maps. I strugle to find enough .lod to fill what is missing and everytime I find something I get crashes or .dff that loose their textures permanently; the same bug you get on STREAM or SALA when you are in LS and look down and you loose the textures.
I know what's going on ENB Topic, but for 4200 files with a uncomplete version on the internet, is not a good thing right now.

If you want something good have patience.


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#22

Posted 25 January 2012 - 08:32 AM

Haha, fair enough.

Someone released a CLEO mod in the StreamIniExtender mod to fix the bug when in LS you look down, and get the grey bug cos you lose textures. icon14.gif Fixed problem for me anyway.

Sorry, didn't realise mod was that buggy. From the what you where saying .. it sounded like you had finished LS,LV,SF and Countryside sly.gif

I've been waiting years for something like this; I can wait a lil' longer icon14.gif

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#23

Posted 25 January 2012 - 08:55 AM

He, he ..
If I knew that I can make this mod in all these years, I was doing 4 years ago, but I think that on those times, 3D max didn't had Xmen scripts and all this updated features that makes your work much easier like today.

I have 3 pages of A4 near me with all the things I wrote, so I ain't going to change the schedule and my plans for some like what's going on at ENB right now.

Really, there is a fix for that problem ? Any links. I didn't though someone will make it.

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#24

Posted 25 January 2012 - 09:05 AM

http://www.gtaforums...st&p=1060559395

I presume you know how to compile icon14.gif Works for me anyway.
I think its configured for default view; may not work as well for other custom views

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#25

Posted 25 January 2012 - 04:41 PM

Okay, thanks! I will see how the fix is running.

What a sh*tty thing.

Stayed all day to finally figure it out that it wasn't my fault and I couldn't do anything.

The pyramid from LV has normal dff and .lod, but in the same time it has normal .dff and .lod on nighttime. Problem is that the top .lod of the building with white texture had .lod half of scale from original .dff

How much I rescale the sh*tty thing, the white was going under the original and at night it wasn't appearing on close or from distance, although it was appearing from distance and close in daytime ?!?!??!. Finally I just took the objects in 3D Max and used Night Vertex so now you will see a little difference from the original, glass with a little bright of light. moto_whistle.gif

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#26

Posted 25 January 2012 - 07:50 PM

Hey Blitz, very nice modd biggrin.gif really nice mod

but can't you make the gta to do not use the .lod, only to use the original textures and objects somehow, if you can make that you can remove the .lod and it will not crash the game, the .lod files will be useless

BLlTZ
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#27

Posted 25 January 2012 - 08:14 PM

I thought of that, good to see other of you thinking of this. Couple of things I will say but I'm not sure about it.
- To begin to, I could delete those .lod textures but all of them are just couple of mb like 10 or so ? moto_whistle.gif
- The game already doesn't use .lod textures anymore, although some of the names of those .lods still appear in IDE and IPL, where in the entire Med Editor map I don't see them, even so I see in thier IDE, IPL section of Med Editor 3D view [possible remain of stuff that aren't used anymore - beta GTA ?]. By deleting them may cause the game to crash. If I let these .lod textures and delete the others where you don't find them in .IDE & .IPL anymore, I'm thinking the game could possible crash as well.

So it's with an ? at the moment because I haven't test it yet.

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#28

Posted 25 January 2012 - 09:10 PM Edited by d3jan, 25 January 2012 - 09:59 PM.

QUOTE (-BLITZ- @ Wednesday, Jan 25 2012, 20:14)
I thought of that, good to see other of you thinking of this. Couple of things I will say but I'm not sure about it.
- To begin to, I could delete those .lod textures but all of them are just couple of mb like 10 or so ?  moto_whistle.gif
- The game already doesn't use .lod textures anymore, although some of the names of those .lods still appear in IDE and IPL, where in the entire Med Editor map I don't see them, even so I see in thier IDE, IPL section of Med Editor 3D view [possible remain of stuff that aren't used anymore - beta GTA ?]. By deleting them may cause the game to crash. If I let these .lod textures and delete the others where you don't find them in .IDE & .IPL anymore, I'm thinking the game could possible crash as well.

So it's with an ? at the moment because I haven't test it yet.

If you delete those files that you don't find them in IDE and IPL, it probably won't crash, but like you said it is possiple biggrin.gif
soo the best thing is to test it smile.gif

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#29

Posted 26 January 2012 - 11:13 AM

Heh,

Today I brought 5 missing objects in one .lod file with 3D Max coordonates. It seems that the program is working with . instead of , where Max doesn't recognize the symbol like how Med Editor does. When I figure it out, I though; let's see how is working this time and it's accutaly worked. The problem with the precise coordonates still exits, but the single coordonate that is real affected is Z view because is erasing the last two or three numbers from after the symbol , like :

Med Editor - 59.5968
3DMax - 59,60 or 59,596 [depends]

It seems that 3DMax is rounding the number from 59 to 60, but we talk here about few inches -1 that are erased where in Med Editor this issue is not a problem.

user posted image

The white stuff that you see were missing. Yep, 5 objects if you number them + the buildings that were already merge by R*. Now I just need to bring the right textures and I'm done. There will be an issue, the white stuff, the original objects are beneath them.
It's seems that merge only .lod materials, their original .dff are lossing their textures, so you see through floor even so you have working collision. So I need it to merge one of the objects from those 5 in order to get the pavement under the new .dff because you can't merge pavement and let those buildings under the new building. You will see two distincted objects in SA-MP or if you are in the sky or under the water.

This is not the single example. I manage to bring roads, and other terrian only that can be broth under the new objects, pavement, roads, etc, in order to not see it when you are from distance.

This is a good thing because I starting to not find any .lod objects to merge in order the missing materials back. confused.gif

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#30

Posted 27 January 2012 - 10:50 PM

hey blitz biggrin.gif sorry for asking
but when are you going to release the mod, i can wait, i am just asking alien.gif




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