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[REL|III|VC|SA] Project 2dfx

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TJGM
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#91

Posted 03 October 2013 - 08:05 PM

I believe it's possible to increase draw distance for script coronas, and since corona limit was increased and could be increased even more, it could be worth trying to spawn some coronas via cleo in lamppost's coordinates.

Not a bad idea. The coronas don't need to be attached to the object either, right?


SilverRST
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#92

Posted 03 October 2013 - 08:12 PM Edited by SilverRST, 03 October 2013 - 08:14 PM.

I believe it's possible to increase draw distance for script coronas, and since corona limit was increased and could be increased even more, it could be worth trying to spawn some coronas via cleo in lamppost's coordinates.

That would be awesome!


TJGM
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#93

Posted 03 October 2013 - 08:21 PM Edited by TheJAMESGM, 03 October 2013 - 08:24 PM.

On another note. I always wondered if it was possible to make coronas move and set a specific path for them.
GTA IV and GTA V have moving coronas on the roads to make it feel like its full of traffic.. of course these coronas would disappear when you got close, but it was still pretty immersive.
 
Pretty city. - fc2ff9279500227.jpg 


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#94

Posted 03 October 2013 - 09:55 PM Edited by SilverRST, 03 October 2013 - 09:57 PM.

On another note. I always wondered if it was possible to make coronas move and set a specific path for them.
GTA IV and GTA V have moving coronas on the roads to make it feel like its full of traffic.. of course these coronas would disappear when you got close, but it was still pretty immersive.
 
Pretty city. - fc2ff9279500227.jpg

Even better, why not extending the headlights dummies further in the distance?

With this you it would save lots of time, so no need to make new paths. New paths would make it harder

because of the collisions on the roads.

 

Improved Vehicle Lights (IVF) by DK22 made this feature sort of happen.

Instead of the corona's, the shadlights of the cars really got extended in the distance.


TJGM
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#95

Posted 03 October 2013 - 10:16 PM Edited by TheJAMESGM, 03 October 2013 - 10:32 PM.

 

On another note. I always wondered if it was possible to make coronas move and set a specific path for them.
GTA IV and GTA V have moving coronas on the roads to make it feel like its full of traffic.. of course these coronas would disappear when you got close, but it was still pretty immersive.
 
Pretty city. - fc2ff9279500227.jpg

Even better, why not extending the headlights dummies further in the distance?

With this you it would save lots of time, so no need to make new paths. New paths would make it harder

because of the collisions on the roads.

 

Improved Vehicle Lights (IVF) by DK22 made this feature sort of happen.

Instead of the corona's, the shadlights of the cars really got extended in the distance.

 

Yeah. Although, you wouldn't see them from high up in the sky and at far distances because vehicles don't spawn in that far at all..


Methical
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#96

Posted 03 October 2013 - 10:35 PM

Thirteen made a script to extend draw distance of peds and vehicles ..


SilverRST
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#97

Posted 03 October 2013 - 10:38 PM Edited by SilverRST, 03 October 2013 - 10:40 PM.

 

 

On another note. I always wondered if it was possible to make coronas move and set a specific path for them.
GTA IV and GTA V have moving coronas on the roads to make it feel like its full of traffic.. of course these coronas would disappear when you got close, but it was still pretty immersive.
 
Pretty city. - fc2ff9279500227.jpg

Even better, why not extending the headlights dummies further in the distance?

With this you it would save lots of time, so no need to make new paths. New paths would make it harder

because of the collisions on the roads.

 

Improved Vehicle Lights (IVF) by DK22 made this feature sort of happen.

Instead of the corona's, the shadlights of the cars really got extended in the distance.

 

Yeah. Although, you wouldn't see them from high up in the sky and at far distances because vehicles don't spawn in that far at all..

 

Well, I'm happy this:

 

 

c8bfcb279512114.jpg c125bf279512115.jpg 09de52279512116.jpg fb38b7279512117.jpg 2b0e0f279512118.jpg f0b0a3279512120.jpg


TJGM
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#98

Posted 03 October 2013 - 10:38 PM

Thirteen made a script to extend draw distance of peds and vehicles ..

Yeah but not by a hole lot. I mean, its a huge improvement compared to the vanilla game, but you can't see cars from Grove Street to the LS Airport or Peds from Grove Street to Glen Park. If only we had a mod similar to VC:Traffic for San Andreas. :l


TJGM
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#99

Posted 03 October 2013 - 10:41 PM Edited by TheJAMESGM, 03 October 2013 - 10:46 PM.

 

 

 

On another note. I always wondered if it was possible to make coronas move and set a specific path for them.
GTA IV and GTA V have moving coronas on the roads to make it feel like its full of traffic.. of course these coronas would disappear when you got close, but it was still pretty immersive.
 
Pretty city. - fc2ff9279500227.jpg

Even better, why not extending the headlights dummies further in the distance?

With this you it would save lots of time, so no need to make new paths. New paths would make it harder

because of the collisions on the roads.

 

Improved Vehicle Lights (IVF) by DK22 made this feature sort of happen.

Instead of the corona's, the shadlights of the cars really got extended in the distance.

 

Yeah. Although, you wouldn't see them from high up in the sky and at far distances because vehicles don't spawn in that far at all..

 

The same will happen to the cars corona's. Nope, the idea won't work unfortunately...

 

I'm not actually talking about spawning car coronas by the way. It'll literally be a moving corona that gives you the impression its a moving vehicle. When you get close, it'll despawn and the actually traffic will eventually spawn in, although it wouldn't be in the exact place the corona despawned.

 

Sadly, I doubt it'll work since we have no way of placing a moving corona and giving it a decent path to seem like traffic.

 

An example of coronas giving the impression of traffic on GTA IV. - http://images2.wikia...iberty_City.jpg

 

EDIT: Just send you edited your post with pictures instead. It looks a lot better for sure. But the city just feels dead to me with no lights or traffic at high/far distances.


Methical
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#100

Posted 03 October 2013 - 10:46 PM

Why not extend the distance of LOD vehicles with headlights?


TJGM
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#101

Posted 03 October 2013 - 10:56 PM

Why not extend the distance of LOD vehicles with headlights?

It'd look better. But not by much. Besides, you could just edit the script of SA Traffic to increase the LOD distance.


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#102

Posted 04 October 2013 - 10:01 AM

Just tried, it's possible to have coronas at large distance:
m3sl.th.jpg
I took coordinates from VegasW.ipl and created those particles with newOpcodes plugin.

SilverRST
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#103

Posted 04 October 2013 - 02:24 PM

Just tried, it's possible to have coronas at large distance:
m3sl.th.jpg
I took coordinates from VegasW.ipl and created those particles with newOpcodes plugin.

Nice. Is that without IDE Tweaker?

What is the blue overlay on the ground, water or the map is not fully loaded?


ThirteenAG
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#104

Posted 04 October 2013 - 02:44 PM

It's with IDE_Tweaker but with default settings. Blue overlay is sky.asi side effect.

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#105

Posted 04 October 2013 - 03:14 PM

Well, I've been adjusting and testing the numbers and these settings seems to be the most stable.

I had not a crash when driving around the LS docks.

The settings:

[MAIN]
patch_tobjs=1
patch_lods=0
patch_generic=1

[TOBJS]
tobjs_draw_distance_multiplier = 3.0

[LODS]
lods_draw_distance_multiplier = 2.5
lods_new_draw_distance = 2000.0 //if multiplier is set, this value will be ignored

[OBJS]
max_draw_distance_for_normal_objects = 1500.0
generic_new_draw_distance = 1500.0

You don't need 3000 IMO. 1500 is far the best option and you are still able to see normal trees from far diatance

and of course, the 2dfx lights togheter with the lammpost objects.

And this is also the best value to reduce crashes in LS.


TJGM
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#106

Posted 04 October 2013 - 03:28 PM

Looks good. Its possible to change the RGB color to the vanilla orange, right?


ThirteenAG
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#107

Posted 04 October 2013 - 03:33 PM

0D54: draw_corona_with_extra_params_texture 0 color 255 255 255 255 on_entity 0 at 983.5078125	2560.898438	19.5078125 	size 3.5 far_clip 1500.0 near_clip 1.5 flare 0 enable_reflection 1 check_obstacles 0 flash_while_fading 0 fade_speed 15.0 only_from_below 0

Opcode allows that. Any chance you can grab all ipl files with lamppost coordinates and send them to me so i can do some more tests? Really don't have much time these days.


TJGM
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#108

Posted 04 October 2013 - 03:35 PM Edited by TheJAMESGM, 04 October 2013 - 03:37 PM.

0D54: draw_corona_with_extra_params_texture 0 color 255 255 255 255 on_entity 0 at 983.5078125	2560.898438	19.5078125 	size 3.5 far_clip 1500.0 near_clip 1.5 flare 0 enable_reflection 1 check_obstacles 0 flash_while_fading 0 fade_speed 15.0 only_from_below 0

Opcode allows that. Any chance you can grab all ipl files with lamppost coordinates and send them to me so i can do some more tests? Really don't have much time these days.

 

Sure. I'll look through the binary IPL's now in a second. Do you only need the coordinates or the entire IPL line?


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#109

Posted 04 October 2013 - 03:38 PM

Entire line would do fine.


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#110

Posted 04 October 2013 - 04:46 PM Edited by SilverRST, 04 October 2013 - 04:47 PM.

IDE Tweaker contains lots of bugs. Just found out when speeding, the objects in the distance gets loaded.

And when slowing down or stopped, those objects immediatly get unloaded, or better said, disappears.

It's like the game is fighting the IDE Tweaker and it sort of disables it when on foot or driving slow.


TJGM
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#111

Posted 04 October 2013 - 04:49 PM

IDE Tweaker contains lots of bugs. Just found out when speeding, the objects in the distance gets loaded.

And when slowing down or stopped, those objects immediatly get unloaded, or better said, disappears.

It's like the game is fighting the IDE Tweaker and it sort of disables it when on foot or driving slow.

Does it fade or just vanish? If it just vanishes that's because of IPL limits on SA, nothing any of us can do about it.


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#112

Posted 04 October 2013 - 04:58 PM

 

IDE Tweaker contains lots of bugs. Just found out when speeding, the objects in the distance gets loaded.

And when slowing down or stopped, those objects immediatly get unloaded, or better said, disappears.

It's like the game is fighting the IDE Tweaker and it sort of disables it when on foot or driving slow.

Does it fade or just vanish? If it just vanishes that's because of IPL limits on SA, nothing any of us can do about it.

 

They fades. And yeah, I already know that's because of IPL limits. Dammit R*!


TJGM
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#113

Posted 04 October 2013 - 05:47 PM Edited by TheJAMESGM, 04 October 2013 - 05:56 PM.

Lamppost information - LAE

 

http://www.mediafire...ation_-_LAE.txt

 

Took longer than I expected, but I think you should test this just to make sure the game can handle it.


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#114

Posted 04 October 2013 - 06:12 PM

Took longer than I expected, but I think you should test this just to make sure the game can handle it.


Why so? I thought you'll retrieve all ipl lines with specific IDs from all ipl's with notepad++ find in files feature.

TJGM
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#115

Posted 04 October 2013 - 06:41 PM

 

Took longer than I expected, but I think you should test this just to make sure the game can handle it.


Why so? I thought you'll retrieve all ipl lines with specific IDs from all ipl's with notepad++ find in files feature.

 

Basically done that except with Sublime Text. But they're stored in a lot of binary IPL's and then you have to get all the ID's for each lamppost, copy and paste them and also make sure you don't copy something wrong.


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#116

Posted 05 October 2013 - 01:35 PM Edited by ThirteenAG, 05 October 2013 - 01:41 PM.

Nice:
iflu.th.jpg opz9.th.jpg
  • Methical and SilverRST like this

TJGM
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#117

Posted 05 October 2013 - 01:42 PM Edited by TheJAMESGM, 05 October 2013 - 01:43 PM.

Nice:
iflu.th.jpg opz9.th.jpg

So far so good. I'll try to get the rest of LA's IPL lines finished by today.

 

EDIT: Also, could you send us the script for the coronas in LAE?


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#118

Posted 05 October 2013 - 01:56 PM

Nice:
iflu.th.jpg opz9.th.jpg

Holy sh*t! That looks awesome!!


TJGM
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#119

Posted 05 October 2013 - 02:20 PM Edited by TheJAMESGM, 05 October 2013 - 02:22 PM.

Lamppost Coordinates - LAHILLS

 

http://www.mediafire...n_-_LAHILLS.txt

 

EDIT: About to start LA:N.. good thing it doesn't have a huge amount of IPL's.


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#120

Posted 05 October 2013 - 02:30 PM

Nice:
iflu.th.jpg opz9.th.jpg


Wow, that indeed looks great.




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