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SRt3 2012 Mipmap Edition


BLlTZ
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Those kind of intersection are all over the game. Is using the road texture that you see in the images you took by reversing the texture and using the dirt from both sides of the texture which is near to the pavewalk. In default San Andreas, there is only a dirt, reason that in the middle of the intersection there is no dirt-line. Texture is ParoXum made, and if he took the decision to add dirt on both side of the road, for more realism, I can't do nothing about it. Is just a minor bug, however I see 4 textures inside .TXD and I assume that it can be repaired. Maybe I will find a way to fix this. I know about this from long time now, but I wasn't that good at fixing stuff like how I do today so I left this behind and forgotten. I will give a change.

 

PJWituj.jpg

 

I have to modify the .DFF, but that is something that I don't do for SRt3.

Edited by BLlTZ
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But maybe you can make the first one look like the second one ? Its looks way better but anyways I love this mod

 

fngfkxma.png

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I think I've missed an important step, but I'm stumped on what it is.

 

I've installed just the contents of the SRT3 folder - didn't use anything from the Bonus or CLEO folders - into a clean gta3.img and while the textures are great up close, the LODs of the roads are default. So what I commonly experience while driving down a road is ugly grey road textures flickering away as the new blacktop texture comes into use. Is there something else I need to install to remedy this? The instructions appeared to suggest that the LOD textures had been replaced, too.

 

It's not just roads, the brewery near Blueberry has a very noticeable default LOD that clashes with its new up-close texture. There is no smooth transition between LOD and regular texture. One simply flickers over the other until I'm at the right distance for one to take precedence.

 

There's also the fence around the San Fierro Federal Reserve that displays weird effects as I move closer and further away from it.

 

The mods I'm running alongside SRT3 2014 Mipmap Edition is 2dfx (with the modified dffs from that overriding any conflicts) and the 2048 memory CLEO correcting the game's stream memory. I'm not running ENB, but I am using Ultrathing for a slight graphics change. However I do not believe it would interfere with the rendering of textures.

Edited by Mattatatta
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The LOD textures are inside the bonus folder. Oh and instead of replacing files, it'd be easier to just install them with Mod Loader.

Edited by TJGM
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Yes, because what you are actually looking at, are the low poly LOD objects from the default game with their default texture colliding over each other distances and approaches of the player (You) position. Even with LOD textures in the bonus folder, there still are unfinished, remained default textures and there is a very high percentage where making new textures of LOD out of SRt3 impossible to be made. There are some wacky textures for buildings piled together into one 256x256 px texture who also don't respect the proportionality even over low poly LODs. Stretched; one texture used over an entire building, textured used as roof can go for pavewalk and such. Belive me, I tried to make some, but once I notice that the corner (facade) of a building, not using the right texture, I couldn't done nothing about it. So you're going to see some old default textures far way and then being switch by SRt3 textures once you are closing to that object.

 

You have to generate texture-Lod with a special program. I have very less information on how these LODs are generated with whatever program is out there, so I took a nother direction and made up LOD Mod. Team of Ghostown Paradise made LOD textures for their objects, but I don't know how they made them and this is something which LOD Mod takes the place.

 

There is one building in San Fierro which is using the roof texture for his structure on everything. One huge black low-poly square. Is near the Sub Urban Shop, (http://www.grandtheftwiki.com/File:SubUrban-GTASA-Hashbury-exterior.jpg)

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Thanks the response, now I understand. I'll put the Bonus LODs in and see how that goes. I fear my poor game cannot handle much more though, because after about 30 minutes of play, my entire screen will flash whenever a car drives into the view of the camera. Weird stuff that I hammer down to a particular cause other than everything being too stressful for the computer.

 

I've heard of LOD Mod, but I've not installed it yet in case I get a bad conflict with SRT3, 2dfx, and the handful of small mods I use. How does LOD mod work? Does it stop the game from needed to render LODs and instead displays the regular object at long distances? Something else entirely?

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Does it stop the game from needed to render LODs and instead displays the regular object at long distances? Something else entirely?

 

You just answered to your own question.

 

I forgot to put the link of LOD Mod on front page to directed to LOD Mod thread for any info.

 

http://gtaforums.com/topic/498773-gta-san-andreas-lod-mod/

 

You can check out the comparing screens I posted and see the differences.

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Nope. This door is put once in archive and repeated numerous times in in-game models. While it might look good in one place, it wouldn't in others. It's just how R* got somewhat lazy.

All you can do is to modify DFF's of these houses.

Edited by MrMateczko
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I doubt I was the first to ever notice this, but I thought it was pretty cool.

 

gta_sa%202014-04-07%2003-25-28-95.png

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Obvious that's not entirely true and it was planed for lastest released. I remember that I didn't know what to write there and being the highest altitude where you could reach in the game, so I thought this is the best location to write that down. :p

Edited by BLlTZ
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I'm reinstalling San Andreas just to test out this amazing mod. The screenshots seem very appealing! Great Job, OP!

 

Can someone confirm SA works on Ubuntu?

Any other mod suggestions to go along this masterpiece?

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I can't confirm for Ubuntu but it performed pretty good on another Linux through WINE 1.5, 1.6 and 1.6.2 with Mono and Gecko installed but without any native direct-x dlls. Some 'hacky' CLEO scripts make it crash, though, and might need some native dlls to be installed. Anyways, you should check Wine-HQ for additional info.

 

I havn't tested yet but I'd assume ModLoader, which you might use to install SRt3, will work through WINE.

Its author, LINK/2012, posted some screenshots which seemingly havn't been made on Windows.

 

 

Edit:

For me, SA runs better in WINE's windowed mode.

 

 

#!/bin/shexport WINEDEBUG=-allwine explorer /desktop=GTASA,1024x786 gta_sa.exe  
Edited by uokka
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It has to be a Download Link round shape button to press and a list of all the version should appear. Try use Firefox.Chrome or something if the image links are blocked


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When could we be expecting the next update/patch that fixes the mipmap issue that you acknowledged some time ago?

Edited by methodunderg
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I'm getting the error "ModLoader is not compatible with this version of Windows"



I'm using WINE on Ubuntu. Is it not compatible?




If it isn't, how can I install the mod complete with the bonus lods and peds directly without modloader?


Edited by Usman55
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I'm getting the error "ModLoader is not compatible with this version of Windows"

I'm using WINE on Ubuntu. Is it not compatible?

If it isn't, how can I install the mod complete with the bonus lods and peds directly without modloader?

 

Bruv, you probably meant version of this game, use HOODLUM executable

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I'm getting the error "ModLoader is not compatible with this version of Windows"

I'm using WINE on Ubuntu. Is it not compatible?

If it isn't, how can I install the mod complete with the bonus lods and peds directly without modloader?

 

Bruv, you probably meant version of this game, use HOODLUM executable

 

That's exactly what I meant. I've been getting so many compatibility issues lately that that error message is stuck in my head.

 

The textures load very slowly. I tried setting the draw distance to max but still the graphics aren't loading as they should.

Edited by Usman55
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Indeed Wine I/O speed is pretty crap

Edited by LINK/2012
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I'm getting the error "ModLoader is not compatible with this version of Windows"

I'm using WINE on Ubuntu. Is it not compatible?

If it isn't, how can I install the mod complete with the bonus lods and peds directly without modloader?

 

Bruv, you probably meant version of this game, use HOODLUM executable

 

That's exactly what I meant. I've been getting so many compatibility issues lately that that error message is stuck in my head.

 

The textures load very slowly. I tried setting the draw distance to max but still the graphics aren't loading as they should.

 

Try Crossover Games, not straight up Wine.

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When could we be expecting the next update/patch that fixes the mipmap issue that you acknowledged some time ago?

 

Nope, I haven't forgot about them. I only delay them because I was expecting for more others to be reported. Seems so, that is time to pack the rest and fix. It will be a small rar file. I have to do some archive updates to Lod Mod too. I also been busy this month.

  • Like 2
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No dramas mate. I did notice you hadn't been as active since you've released the latest version :^:

Look forward to its release.

 

Keep it up champ.

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  • 2 weeks later...

I recorded and finished the video. It is already uploaded from some of days now and I'm at 70% of writting down my thoughts. Nope, using the voice wasn't an options, although the tutorial is detailed and I will do my thing to explain all, correctly. Annotations option has to be enabled in order to see my writting.

 

Maybe this time everyone will understand better on how to install these stuff.

 

Here is the video:

Direct Link:

 

[YOUTUBE]

[/YOUTUBE] Edited by BLlTZ
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  • 1 month later...

Is the update with LOD textures with mip maps out yet?

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Included/made/fixed/added/ in the Bonus folder of this lastest version.

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