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Better Skybox

SA WIP
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guru_guru
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#1

Posted 15 August 2017 - 12:00 PM Edited by guru_guru, 5 days ago.

Description stolen from www.mixmods.com.br (because I can't write a proper one) :
 
Finally a skybox / skydome mod well done ! - Author image - As the name implies, the author's purpose was to create a new mod for GTA SA skybox that actually works properly without botched scripts and bugs like the old mods new heavens. The idea for this type of mod is to use a 3D textured sky model, representing real cloud images, making the GTA sky more realistic, as well as starry night sky .
 
Features:
 

  • Adaptative Scaling: Based on current Draw Distance , the skybox will change its scale so you won't get 'holes' on the sky or clouds blocking your view
  • Weather and Location Awareness : The skies textures will change according to current weather and location
  • Smooth Blending between skies: self-explanatory i guess...
  • Rotation on its Z axis: whooooooah
  • Use your own IDs:  I used a bunch of models from the small section of Liberty City so if you don't like that you can use the models you like the most (or least idk)
  • Auto-Delete: If you get too close to a save game pickup,the skies will get deleted and created again once you get away from it.This way the skies won't get stuck on your game next time you save.
  • No more deletion of cars and peds randomly.

 

Required stuff:

newOpcodes.cleo
 

Recommanded mods:

 
Changes:

 

Spoiler

 

To-do:
   - Sanguchito
   - Set models to be drawn first

   - A more dynamic auto delete

Suggestions,feedback and death threats are all welcome in the comments
 
 
Screenshots
 

Download 1.3.1


El Dorado
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#2

Posted 15 August 2017 - 02:38 PM

Sun glare is ok, but go easy on the lens flare effect. I'm seeing the game with my own eyes, not through a camera.

 

Otherwise, looks decent


_AG
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#3

Posted 15 August 2017 - 03:40 PM

Looks good. :)

 

   - deletion of the skyboxes if you are near a savegame pickup I'm stil working on this,but for now use LCtrl + S to delete/create the skyboxes

A suggestion about this.

Skybox should be deleted when menu is showing up.


ImKubass
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#4

Posted 16 August 2017 - 08:11 AM

Is in necessary use Project2dfx? I am not using It and stars/clouds are not too far, so they are in front of objects.
And I use it with modloader and it looks like it works fine 

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SkillR3x
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#5

Posted 4 weeks ago

Nice mod, looking forward to this.  :^:


China·XMDS
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#6

Posted 4 weeks ago

Nice

Junior_Djjr
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#7

Posted 4 weeks ago

Finally a good skybox....... first ever to have a good script.
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PHSantos
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#8

Posted 4 weeks ago Edited by PHSantos, 4 weeks ago.

It's normal? http://i.imgur.com/3bcyOXi.png  :blink: screenshot from SA:MP

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LaDiDa
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#9

Posted 4 weeks ago

Why not have your own models/textures instead of replacing parts of LC (or any other existing model/texture)?

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Junior_Djjr
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#10

Posted 4 weeks ago Edited by Junior_Djjr, 4 weeks ago.

 

- deletion of the skyboxes if you are near a savegame pickup I'm stil working on this,but for now use LCtrl + S to delete/create the skyboxes

A suggestion about this.
Skybox should be deleted when menu is showing up.

 

Sadly only possible with .asi or .lua (btw I think adapting this mod to .lua is not difficult, It should be worth it)
 
CLEO should have "events" from the beginning...


ImKubass
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#11

Posted 4 weeks ago

It's normal? http://i.imgur.com/3bcyOXi.png  :blink: screenshot from SA:MP

It happening to me if not using Project2dfx. Probably it is necessary to use Project2dfx


guru_guru
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#12

Posted 4 weeks ago

It's normal? http://i.imgur.com/3bcyOXi.png  :blink: screenshot from SA:MP

 

Yes,it's normal if you don't use dualPass.Use SilentPatch's two pass rendering or SkyGFX's dual pass to fix it.

 

 

 

Is in necessary use Project2dfx? I am not using It and stars/clouds are not too far, so they are in front of objects.
And I use it with modloader and it looks like it works fine 

 

 

Yes ,for now... But I'm only using the DrawDistanceChanger from it.You can install it, enable that ,set MinDrawDistanceOnTheGround to whatever you like and disable the rest of the stuff.

 

 

 

Why not have your own models/textures instead of replacing parts of LC (or any other existing model/texture)?

 

That why the ini exist tho...


lostmeogaccnt04
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#13

Posted 4 weeks ago

I tired so many skyboxes and some did not work and some were meh....I like this one, can see the clouds, stars etc, it is really good imo.


Finn The Human
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#14

Posted 3 weeks ago

This mod not work for me, is it need Project 2dfx to work?


guru_guru
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#15

Posted 3 weeks ago

This mod not work for me, is it need Project 2dfx to work?


yes and newOpcodes too. I forgot to say that on the OP ,my bad

Finn The Human
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#16

Posted 3 weeks ago Edited by Finn The Human, 3 weeks ago.

This mod not work for me, is it need Project 2dfx to work?

yes and newOpcodes too. I forgot to say that on the OP ,my bad

I already installed newopcodes, and I really want it work with Fastman92 Limit Adjuster but FLA does not support Project2dfx...
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guru_guru
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#17

Posted 2 weeks ago

This mod not work for me, is it need Project 2dfx to work?

yes and newOpcodes too. I forgot to say that on the OP ,my bad
I already installed newopcodes, and I really want it work with Fastman92 Limit Adjuster but FLA does not support Project2dfx...

yeah,now works without p2dfx,I should check plugin SDK first next time...

_AG
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#18

Posted 2 weeks ago

Just got a little "bug" if is possible to call it so, clouds flickr.

Using Project2dfx, but it also happen w/o it.

Spoiler
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Inan-Ahammad
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#19

Posted 2 weeks ago

A True Pice of work.Really Wonderful work you done there.Looking forward to the bug fixes.
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Finn The Human
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#20

Posted 2 weeks ago Edited by Finn The Human, 2 weeks ago.

I found that it crash in the evening, can you fix it? I installed it with ImvehFT 2.1.1 idk if it has conflicts can you fix it?
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guru_guru
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#21

Posted 2 weeks ago

Just got a little "bug" if is possible to call it so, clouds flickr.

Using Project2dfx, but it also happen w/o it.

Spoiler

 

fixed it

 

 

 

I found that it crash in the evening, can you fix it? I installed it with ImvehFT 2.1.1 idk if it has conflicts can you fix it?

 

lol,I'm not even messing around with vehicles...

 

But AFAIK,ImVehFt 2.1.1 is incompatible with Modloader, the game will crash after a while if you use both. Try using the 2.0.2 version of ImVehFt

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Finn The Human
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#22

Posted 2 weeks ago Edited by Finn The Human, 2 weeks ago.

 

Just got a little "bug" if is possible to call it so, clouds flickr.

Using Project2dfx, but it also happen w/o it.

Spoiler

 

fixed it

 

 

 

I found that it crash in the evening, can you fix it? I installed it with ImvehFT 2.1.1 idk if it has conflicts can you fix it?

 

lol,I'm not even messing around with vehicles...

 

But AFAIK,ImVehFt 2.1.1 is incompatible with Modloader, the game will crash after a while if you use both. Try using the 2.0.2 version of ImVehFt

 

It work for me now, thx.

Just give up the IVF211 colour system and the fixed blinker


Finn The Human
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#23

Posted 2 weeks ago Edited by Finn The Human, 2 weeks ago.

Used with ENB Ultra Graphics Enhancement Finale (Night)

game_2017_09_02_13_35_25_37.png

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XaosOfficial
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#24

Posted 2 weeks ago

My game is crashing. I've installed the modification correctly - hoodlum exe, compact exe and newest version of CLEO4 and ModLoader.


Finn The Human
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#25

Posted 2 weeks ago

My game is crashing. I've installed the modification correctly - hoodlum exe, compact exe and newest version of CLEO4 and ModLoader.

newopcodes.cleo needed


Crspy
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#26

Posted 2 weeks ago Edited by Crspy, 2 weeks ago.

guru_guru, your script affects peds render  causing the peds density  to be almost zero ... the streets become almost empty of peds ... tested many times.

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guru_guru
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#27

Posted 2 weeks ago Edited by guru_guru, 2 weeks ago.

¯\_(ツ)_/¯

I haven't noticed that, I'll take a look when I get back home

Edit: Damn,you are right. I don't know what could be causing that,so it will take me a while to figure it out...
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Junior_Djjr
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#28

Posted 2 weeks ago Edited by Junior_Djjr, 2 weeks ago.

It's because of the model itself. Change the model in .ini file by e.g. ID 1207 (tinyrock), it wil fix this.
I don't know exactly why.

btw add DXT5 compression to .txd files in the sky texture, it will increase significantly the FPS and decrease the .txd size. But don't add mip-mapping. The quality loss is almost nothing.

And remove the condition of model loaded (0248:) and use 038B: instead. The sky model takes too long to load here, 5~10 secs. It's not cool for anyone who uses save game outside.
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Junior_Djjr
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#29

Posted A week ago Edited by Junior_Djjr, A week ago.

I've fixed!

 

Bug fix and improvement: I've added the skies models without replacing and then was fixed this ped issue. I can't explain how........

Download bellow also includes fixed .txd files (DXT5):

 

https://drive.google...V9EZl83VWc/view

 

Check now the mod files, I've added some explanations and it's recommended to use Open Limit Adjuster (or configure fastman92 limit adjuster to add new col files); Updated post on MixMods.

 

Now the mod is almost perfect :)

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kkjj
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#30

Posted A week ago

IMO, you should lower the number of stars in city area, it looks weird that ls has Soo much stars at night because the city has so much lights, therefore so much stars doesn't look real... Areas having no light such as country side with stars at night is ok...

Can you add rainbow in SA???
The default one is sh*t, hope you will remade it..

Only suggestion!
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