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Remove LODs from SA


:twitch:
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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

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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

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Narcis_speed6

using map editor is the way i chosse

Download

user posted image

 

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supermortalhuman

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

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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)

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supermortalhuman

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.

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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 by :twitch:
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tried with the clean main.scm

 

hell, I am truly doing something wrong mercie_blink.gif

 

Just changed 46 to -1 in one line, then deleted lod line for that object. Redacted only an .ipl

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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.

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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?

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Edit binary ipl's too.

And how to do it? And how to know how that binaries called?

Edited by :twitch:
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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 by xrk
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supermortalhuman

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

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  • 2 weeks later...

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. confused.gif

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Narcis_speed6

 

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. confused.gif

if you delete the LOD's you dont get any fps losse because you cant see the distance buildings anymore sarcasm.gif

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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.

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Narcis_speed6
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 dozingoff.gif

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