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Found 23 results

  1. Kampioen

    Project2DFX

    That was the first thing I tried. It doesn't work. Just tried it again, doesn't work. Like I said, I backed up the "GTA San Andreas" folder from my old pc, and when I run gta.exe from there, 2DFX works (I mentioned in the last post it stopped working from that folder, but I was wrong. I had turned it off in modloader during testing and forgot). What I could do, is very simple, just copy my old backed up GTA installation with 2DFX working, and paste it in my new installation folder. But I'd rather start over and install every mod I want one by one, and also I just want to figure out why the hell I can't get it to work because I am just curious. Just to be clear, let me explain exactly what I did (I started and quit the game between every step to see if everything is fine): 1. Install GTA SA 2. Install Silent's asi loader 3. Install Silent's Patch 4. Install cleo 5. Install modloader 6. Paste 2DFX files inside a folder in the modloader folder 7. Go into salodlights.ini, change the following values to 10000 MinDrawDistanceOnTheGround TimedObjectsDrawDistance NeonsDrawDistance LODObjectsDrawDistance GenericObjectsDrawDistance AllNormalObjectsDrawDistance VegetationDrawDistance Nothing else changed in the files. In-game, there is no difference in draw distance, and there are no light LODs. Not when 2DFX is in a modloader folder, not when it's directly in the "GTA San Andreas" folder. If I take the 2DFX files from my old working backup, and paste them in my new installation folder, 2DFX with exactly the same settings that worked on my old install, do nothing on my new install. It really just seems like my new install is refusing to recognize 2DFX for some reason. Edit: Here's what I'll do now, and report back: 1. Uninstall GTA SA and delete folder 2. Reinstall 3. Install Silent's asi loader 4. Install Project 2DFX with default settings directly into installation folder This is the cleanest install of 2DFX possible as far as I'm aware. Edit 2: Did that, with a freshly downloaded 2DFX, no luck. I'm officially lost. Edit 3: I tried one more thing, using the gta.exe provided with Silent's asi loader. Now I when I try to start the game I get the following message: Open Limit Adjuster Could not detect the game version Contact the mod creator! Edit 4: oh that was probably because that's not a no cd crack and I didn't have the cd inserted. Edit 5: GOT IT, I was just using the wrong gta.exe file I downloaded off some random site. It's working now.
  2. Maks_Grain4

    Project2DFX

    GenericObjectsDrawDistance = 1.0 VegetationDrawDistance = 550.0 Ingame DrawDistance 8/16 At the expense of stones - I myself am looking for an answer.
  3. uncaged

    Project2DFX

    That is very interesting idea! Do you have a properly edited file? I tried myself but I seem to mess things every time since info from the web is quite confusing to me. I will be glad to test it. Can the same be done with trees and VegetationDrawDistance ? Theoretically it would be possible to increase the trees DD and keep desert plants and bushes soft fades that way. (but trees will still have some pop ins, just not so noticeable due to further distance.) I cant do gifs unfortunately. But though those custom settings work fairly well (looks like exactly as on your last gif but I use VegetationDrawDistance=0.0) but AFAIK the grass rendering is still not perfect even with SkyGFX and there are many places where it renders wrong or as chunks pop ups. It is just better than default pc grass rendering.
  4. TempUser_

    Project2DFX

    Smooth vegetation draw would be nice achievement, but in my case I tried few variants of configurations, and grass still renders like groups - group here, group there, and so on. Could you guys upload few gifs/videos to check how it looks on your side. PCSX2 PC (updated classic, P2DFX with few parameters cranked to "high", and mod which bumps grass density) This one does represent main issue people are talking about few last pages. Will try go get gifs done, with config samples which were suggested by users to achieve fade in/out effect. GenericObjectsDrawDistance = 1.0 VegetationDrawDistance = 550.0 Ingame DrawDistance 8/16
  5. uncaged

    Project2DFX

    ^ that would help a lot! As well as splitting VegetationDrawDistance. I stopped testing after 75 since it is still pretty small value. But nice find anyway : ) Good to know that ^ Thanks! I think I will just keep GenericObjectsDrawDistance at 1.0 or 0.
  6. Marsi4eg

    Project2DFX

    @uncaged Are you sure that exactly VegetationDrawDistance value has effect on dynamic plants? I've tried to reproduce all this and I can say that VegetationDrawDistance absolutely has no effect on them. But GenericObjectsDrawDistance does. I put ingame DD slider to 8/16. In vanilla game it's really the highest value when plants appear without pop-ins. Then I put back P2DFX, changed GenericObjectsDrawDistance to 150 (it was 800), and there were still pop-ins. I lowered the value to 50.0 and it perfectly worked - dynamic plants smoothly fade out. With all values higher than 50 pop-in/out effect will appear. With 55 it's still almost invisible, with 60 it becomes really noticeable, exactly like setting the ingame slider to 9/16 in vanilla game. Bad thing - lampposts, traffic lights etc will appear very close. But anyway I think dynamic plants settings should be separated from GenericObjectsDrawDistance setting instead of VegetationDrawDistance. P.S. It's already a pretty bugged setting because it also forces some unused objects to be rendered (objects that have zero draw distance set in ide) such as high flying bush in Back'o'Beyond area. I asked TAG a few years ago to fix it (to not force new draw distance to objects that has native 0.0 value in ide) but still nothing...
  7. uncaged

    Project2DFX

    Well, I think people got used to cranking in game DD slider all the way up. But since anything higher than 0 gradually breaks all vegetation fades we used to think that they are just broken there no matter what, and however you configure SALODlights, with max ingame DD things will already be broken. Set it to 0 and without SALODlights there should be no pop-ins at all and it will look very close if not identical to PS2 behavior (despite some spots where grass or bushes seem just broken). If you want to use SALODlights with that ^ condition - you can. But these 2 settings must be: GenericObjectsDrawDistance = 1.0 (else will break fades of bushes) VegetationDrawDistance = 0.0 (else <550 will break cactuses and desert bushes fades but trees will be OK, >550 will break all veg fades). Other settings seem to have no negative effect here so they can be set to high values safely. Hmmm, that is interesting. I remember that, but I thought he wanted to make some grass related mod or smth. But that can actually be some related stuff indeed. Thanks for the reminder! But still I am curious what ThirteenAG thinks about possibility to split VegetationDrawDistance setting. That alone would help with these issues so much.
  8. uncaged

    Project2DFX

    Greetings! I've been messing with SALODlights settings for a long time trying to increase draw distances while keeping the soft PS2 fade in\out. First you need to lower in-game Draw Distance setting to 0. BAM - you are good to go, soft ps2 fade of everything and you dont even need Project 2dfx, yey! But most of the SALODlights distance settings can be increased to a certain limit a bit without damaging fades. But there is a problem. I found that VegetationDrawDistance = 550.0 does a good job making trees draw further and not pop-in in front of your face and softly fade-in/out. That is the max limit, since 600 will make a lot of pop-ins. That setting made me pretty happy with what I got, making everything nice and foggy with soft fades. Beautiful! BUT that was until I started testing Las Venturas area. The problem is that small desert bushes and cactuses have a very small draw distance and will stop pop-in only if i set VegetationDrawDistance = 0.0 : ( That makes all trees draw right in front of your face like before. So basically you have a choice between further fading trees and fading bushes with cactuses. SO the question: Can VegetationDrawDistance setting be split into TREES and SMALL VEGETATION to have the opportunity to make draw distance of actual trees higher while keeping all other vegetation distance untouched?
  9. Mysterdogg

    Project2DFX

    Open the "SALodLights" INI file, look for the "[IDETweaker]" section & then look for the "VegetationDrawDistance" value. It's set on "800.0" by default. That's a proper guide to solve a problem be sure to have Silentpatch too. By the way, I'm just assuming that your issue is on GTA SA so let me know if I'm wrong.
  10. spartaque12

    Project2DFX

    VegetationDrawDistance LodLights.ini
  11. LaDiDa

    Project2DFX

    TimedObjectsDrawDistance = 0.0 // All values below 10.0 will be used as a multiplier, otherwise as a draw distance. NeonsDrawDistance = 0.0 LODObjectsDrawDistance = 0.0 GenericObjectsDrawDistance = 0.0 AllNormalObjectsDrawDistance = 0.0 VegetationDrawDistance = 0.0 Should work, don't forget: [DrawDistanceChanger] Enable = 0 framerate issues are more then likely outdated hardware or your system opting for integrated graphics because of low GPU usage (set your dedicated graphics card as default for SA when running mods).
  12. El Dorado

    Project2DFX

    "I want all normal objects and no LODs" Set LODObjectsDrawDistance, GenericObjectsDrawDistance, AllNormalObjectsDrawDistance and VegetationDrawDistance to 5.000 or something May cause instabilities, but you know, nothing's perfect...
  13. Reyks

    Project2DFX

    Happens in my game as well if I set a value for generic objects and vegetation draw distance, it doesn't happen with these settings: GenericObjectsDrawDistance = 0.0 AllNormalObjectsDrawDistance = 800.0 VegetationDrawDistance = 0.0
  14. Realex

    Project2DFX

    Thanks for the quick response Found two minor bug in SA: 1)If you exit game when you jump with a parachute or when falling, game crashes. Debug message: Unhandled exception at 0x007CBAE2 in gta_sa.exe: 0xC0000005: Access violation reading location 0x13099EB0. minidump: click Solution: VegetationDrawDistance <= 7998.0 - no crashes. VegetationDrawDistance > 7998.0 - game crashes. 2)If: GenericObjectsDrawDistance > 1000.0 and VegetationDrawDistance > 900.0. Reflection in a mirror doesn't work.(CJ and some objects isn't reflected.)
  15. ThirteenAG

    Project2DFX

    That's how the game renders them, only it's less visible on original game because of their intensity. I'm not sure what do you mean by that, can you post a screen? Coronas itself doesn't cause performance drops for me, but some ide tweaker draw distances do. Thanks for the quick response Found two minor bug in SA: 1)If you exit game when you jump with a parachute or when falling, game crashes. Debug message: Unhandled exception at 0x007CBAE2 in gta_sa.exe: 0xC0000005: Access violation reading location 0x13099EB0. minidump: click Solution: VegetationDrawDistance <= 7998.0 - no crashes. VegetationDrawDistance > 7998.0 - game crashes. 2)If: GenericObjectsDrawDistance > 1000.0 and VegetationDrawDistance > 900.0. Reflection in a mirror doesn't work.(CJ and some objects isn't reflected.) Well, you shouldn't use such high values, and when you do, anything could happen.
  16. ural

    Project2DFX

    When the increase in the parameter "VegetationDrawDistance" does not help, installing the script binaryipl.сs in most cases can solve for example a problem with disappearing trees Without the script binaryipl.сs With the binaryipl.сs We get an almost perfect picture without flickering and sudden appearances and disappearances of objects except for grass and small vegetation. There’s only one "but" I do not know how there at TJGM, but after a while in the game appears is this bug (The crash of the game may and not be) This bug usually appears 21-26 minutes after the game is launched in 100% of cases. I guarantee this. As for the parameter LoadAllBinaryIPLs = 1 yes, this does not work, but it does not create bugs I tried to increase all the limits in the FLA including such as [iDE LIMITS] [iD LIMITS] including FILE_TYPE_IPPL = (125000 - 127047 (2048) - IPL Binary IPL files.) Nothing helps, everything is useless..
  17. Nefiji

    Project2DFX

    I've tried putting the VegetationDrawDistance to 6000.0 and MemoryAvaible up to 50%, which equals to 4GB on my rig. Still there are certain places in the mountains where the trees stay absolutely invisible when flying with aircraft. I'm helpless with this issue. http://gtaforums.com/topic/891018-trees-not-rendering-when-flying-aircraft/
  18. Nefiji

    Project2DFX

    Thanks, I'll try. I suppose the trees fall under VegetationDrawDistance? What's the maximum value for these?
  19. kumaraguru

    Project2DFX

    can someone post a list of allowed/maximum values that can be changed in this mod.. like any defined values with respect to the game map..[if possible also with an explanation for each option would be nice] i tried tinkering with the values but i can't notice that much difference.. i've tried doubling only these MinDrawDistanceOnTheGround LODObjectsDrawDistance VegetationDrawDistance but the only difference i noticed is the removed fog.. even the nearby buildings form star tower looks still like lods. also another annoying is when flying on countryside the pine trees which visible on my screen are still lod. normal pines appears only when i reach them.. so how to tweak the ini to make the map [almost possibly] detailed.. i'm not [possibly won't be] using any no lod/lodless mods.. i'm not using ps2 timecyc/seabed.. i'm using this timecyc mod if that's a catch...
  20. El Dorado

    Project2DFX

    By the way, lod pine tress are somewhat broken With lodlights Without lodlights Notice the pines up on the mountain My settings GenericObjectsDrawDistance = 425.0 AllNormalObjectsDrawDistance = 425.0 VegetationDrawDistance = 425.0
  21. SilverRST

    Project2DFX

    Settings: TimedObjectsDrawDistance = 2000.0 // All values below 10.0 will be used as a multiplier, otherwise as a draw distance. LODObjectsDrawDistance = 2000.0 GenericObjectsDrawDistance = 0.0 AllNormalObjectsDrawDistance = 800.0 VegetationDrawDistance = 0.0 LoadAllBinaryIPLs = 1 PreloadLODs = 1 I tried many different settings but no luck. I'm pretty sure some other mod is conflicting with it, since TAG doesn't have this problem. Are you also using the Preloads.asi?
  22. Reyks

    Project2DFX

    Settings: TimedObjectsDrawDistance = 2000.0 // All values below 10.0 will be used as a multiplier, otherwise as a draw distance. LODObjectsDrawDistance = 2000.0 GenericObjectsDrawDistance = 0.0 AllNormalObjectsDrawDistance = 800.0 VegetationDrawDistance = 0.0 LoadAllBinaryIPLs = 1 PreloadLODs = 1 I tried many different settings but no luck. I'm pretty sure some other mod is conflicting with it, since TAG doesn't have this problem.
  23. Ice Chatroom

    Project2DFX

    I want Festive Lights on in GTA 3 and VC and SA how do i do that turn it on [LodLights] RenderLodLights = 1 MaxNumberOfLodLights = 25000 CoronaRadiusMultiplier = 0.75 SlightlyIncreaseRadiusWithDistance = 1 CoronaFarClip = auto CustomCoronaTexturePath = .\\corona.png [StaticShadows] RenderStaticShadowsForLODs = 0 //may reduce performance StaticShadowsIntensity = 2.0 StaticShadowsDrawDistance = 200.0 [SearchLights] RenderSearchlightEffects = 1 RenderOnlyDuringFoggyWeather = 1 SearchlightEffectVisibilityFactor = 0.4 SmoothEffect = 1 [DrawDistanceChanger] Enable = 1 MinDrawDistanceOnTheGround = 800.0 Factor1 = 8.0 Factor2 = 3.0 StaticSunSize = 20.0 [AdaptiveDrawDistance] Enable = 0 // Works only with DrawDistanceChanger enabled MinFPSValue = 30 // Plugin will decrease draw distance (far clip) if FPS value is less than this MaxFPSValue = 55 // Plugin will increase draw distance (far clip) if FPS value is greater than this MaxPossibleDrawDistance = 5000.0 // Plugin will stop increasing draw distance if it reaches this value [IDETweaker] TimedObjectsDrawDistance = 0.0 // All values below 10.0 will be used as a multiplier, otherwise as a draw distance. NeonsDrawDistance = 2000.0 LODObjectsDrawDistance = 1300.0 GenericObjectsDrawDistance = 300.0 AllNormalObjectsDrawDistance = 0.0 VegetationDrawDistance = 800.0 LoadAllBinaryIPLs = 1 PreloadLODs = 1 [Misc] FestiveLights = 1
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