:twitch: Posted July 3, 2009 Share Posted July 3, 2009 How to remove any LOD from SA map? Link to comment Share on other sites More sharing options...
JostVice Posted July 3, 2009 Share Posted July 3, 2009 I think you will have to do it manually one by one, deleting the objects from the IPL and deleting the LOD flag from each normal object. Or do you mean you want to have the normal detail model as LOD too? there is a mod for that, that increases the draw distance Link to comment Share on other sites More sharing options...
:twitch: Posted July 3, 2009 Author Share Posted July 3, 2009 I think you will have to do it manually one by one, deleting the objects from the IPL and deleting the LOD flag from each normal object. Could you please explain how to do it - step by step? Yes, I want to delete the LOD fully Link to comment Share on other sites More sharing options...
Narcis_speed6 Posted July 3, 2009 Share Posted July 3, 2009 using map editor is the way i chosse Download Link to comment Share on other sites More sharing options...
supermortalhuman Posted July 3, 2009 Share Posted July 3, 2009 Why do you want to do this? out of curiosity, I mean. It really will remove a big part of what makes the game look 'good'. I would suggest going through each IPL by hand like JV said, it will be easier, in my opinion, than using map editor. LODs are known by at the end of the IPL it might saw a number, and some have a -1. At the end of an IPL line, -1 = "I have no LOD" A +number in there means "My LOD is on this line" So you can effectively break the LOD connection by changing all positive numbers at the end of the lines to -1. This will, however, result in the LOD and standard definition models showing, so you want to remove the LOD lines altogether (also, the game may crash without doing this, since LOD doesn't have colision models and models not called as LODs by other models require it). More info: http://www.gtamodding.com/index.php?title=LOD#San_Andreas http://www.gtamodding.com/index.php?title=Item_Placement Link to comment Share on other sites More sharing options...
JostVice Posted July 3, 2009 Share Posted July 3, 2009 Yeah, basically as supermortalhuman said. Do one by one deleting IPL lines that have 'LOD' somewhere, and setting all the alpha flags (last number) to -1 I wouldn't do it using MEd, as you could end f*cking up everything (I have too much bad experiences with that program) Link to comment Share on other sites More sharing options...
:twitch: Posted July 3, 2009 Author Share Posted July 3, 2009 Okay. Thanks for replys Link to comment Share on other sites More sharing options...
:twitch: Posted July 3, 2009 Author Share Posted July 3, 2009 Okay, I changed all the last numbers a the line to -1, removed all the "lod" lines (SFse.IPL) and SA just crashes Maybe I did something wrong? http://rapidshare.com/files/251636068/SFse.IPL.html Link to comment Share on other sites More sharing options...
supermortalhuman Posted July 3, 2009 Share Posted July 3, 2009 Well, it is hard to say. You might have removed a script-dependent object. Try with a stripped main.scm? Go in GTA.DAT and put a # in front of this IPL's entry there. It will comment it out. If your game runs, an error was made in the IPL, if it crashes, there is something in script, or there is some other dependency. It is really hard to say unless you try the process again. You may have for example counted the lines wrong, or removed things that had a -1 but are not LOD and are used in some fashion by your script. It can be a few things. A space can do it. lol. Try with a fresh file and remove just a few LOD flags and the lines that they point to, then see if it still fails. Link to comment Share on other sites More sharing options...
:twitch: Posted July 3, 2009 Author Share Posted July 3, 2009 (edited) Try with a fresh file and remove just a few LOD flags and the lines that they point to, then see if it still fails. Well, I changed 46 to -1 in first line, then deleted the lod line And game don't running upd: Tried to delete by Narcis_speed6's way and the game still don't running WTF? Edited July 3, 2009 by :twitch: Link to comment Share on other sites More sharing options...
:twitch: Posted July 4, 2009 Author Share Posted July 4, 2009 tried with the clean main.scm hell, I am truly doing something wrong Just changed 46 to -1 in one line, then deleted lod line for that object. Redacted only an .ipl Link to comment Share on other sites More sharing options...
xrk Posted July 6, 2009 Share Posted July 6, 2009 Just changed 46 to -1 in one line, then deleted lod line for that object. Redacted only an .ipl the lines are numbered from 0 at the first line after inst, also there are binary IPL's in the IMG, iirc they are linked to the normal IPL's. Meaning Lod in one IPL normal model in another. Link to comment Share on other sites More sharing options...
:twitch: Posted July 6, 2009 Author Share Posted July 6, 2009 the lines are numbered from 0 at the first line after inst, also there are binary IPL's in the IMG, iirc they are linked to the normal IPL's.Meaning Lod in one IPL normal model in another. so... what I have to do? Link to comment Share on other sites More sharing options...
xrk Posted July 7, 2009 Share Posted July 7, 2009 Edit binary ipl's too. Link to comment Share on other sites More sharing options...
:twitch: Posted July 7, 2009 Author Share Posted July 7, 2009 (edited) Edit binary ipl's too. And how to do it? And how to know how that binaries called? Edited July 7, 2009 by :twitch: Link to comment Share on other sites More sharing options...
xrk Posted July 10, 2009 Share Posted July 10, 2009 (edited) Try this tool http://www.gtaforums.com/index.php?showtop...7&hl=binary+ipl and they seem to be named the same as the IPL's in data but with stream and numbered ie (from data/maps) countn2.ipl I would guess go with (from img) countn2_stream0 countn2_stream1 countn2_stream2 countn2_stream3 - etc But you're not seriously going to try and remove every LOD by hand are you? Maybe it would be easier to import the whole sa map into max (if you have it and map in parts) and just delete LODs then export new IPLs with out them. you'll no doubt run into a slew of problems whatever way you choose to do this. is it really worth it. Edited July 10, 2009 by xrk Link to comment Share on other sites More sharing options...
supermortalhuman Posted July 16, 2009 Share Posted July 16, 2009 I assume he'd face the same problem even by automating with max. Is there a binary ipl importer/exporter now or something? Please link <3 Link to comment Share on other sites More sharing options...
:twitch: Posted July 18, 2009 Author Share Posted July 18, 2009 Is there a binary ipl importer/exporter now or something? Please link <3 http://webfile.moo/3759714 Link to comment Share on other sites More sharing options...
ddnt32 Posted July 30, 2009 Share Posted July 30, 2009 I think the game will use 541578745481544545487MB of video memory if you delete all the lods. But sorry, I don't know how to help. Link to comment Share on other sites More sharing options...
Narcis_speed6 Posted July 30, 2009 Share Posted July 30, 2009 I think the game will use 541578745481544545487MB of video memory if you delete all the lods. But sorry, I don't know how to help. if you delete the LOD's you dont get any fps losse because you cant see the distance buildings anymore Link to comment Share on other sites More sharing options...
ddnt32 Posted July 30, 2009 Share Posted July 30, 2009 But if you delete all the LODs and set the game to load everything from the start, using normal files instead of LODs, then it will use a lot of video memory. Link to comment Share on other sites More sharing options...
Narcis_speed6 Posted July 31, 2009 Share Posted July 31, 2009 But if you delete all the LODs and set the game to load everything from the start, using normal files instead of LODs, then it will use a lot of video memory. yes, there was a mod for vice who does that Link to comment Share on other sites More sharing options...
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