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[REL|SA] GTA San Andreas .LOD Mod


BLlTZ
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A little more explanation, I wasn't at your home to see how you have installed the mod.

 

I installed it using Alci's and rebuild every 4 folders of files I imported. I replaced my Maps folder with yours and all the buildings and streets appear white, while some streets are still the same.

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Please, don't tell me that you installed only 4 folder ?

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I think he means he imported 4 folders; then rebuilt archive.. then did another 4.. and so on.

I got the white textures after I didn't put in the 'Srt3 Lod Textures'; but since this isn't the DLC, I don't think it matters.

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Night vertex colors can be added with Zmodeler2.

That tool is called Prelit color.

It adds the night vertex color so in SA that object will be dark like it should be.

 

Okay, but what about day vertex and do I have to add myself the colors because it is the same thing with 3DMax so I'm exactly from where I started.

 

 

What did I do wrong if my my environment is appearing white?

 

A little more explanation, I wasn't at your home to see how you have installed the mod.

 

 

Fix Fortcarson, I'm falling out of the ground, and I can run thru buildings...

 

Fort Carson doesn't have any problems as I haven't modify any object or collision in that location. I made test right now.

The vertex colors are likely default to the SA colors.

You can try it.

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futureAllrounder

Old savegames don't work with that? I did everything you told us, but every loading time is much slower now. I installed the LOD mod with Alcis IMG.

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aStiffSausage
Old savegames don't work with that? I did everything you told us, but every loading time is much slower now. I installed the LOD mod with Alcis IMG.

Of course they work. The loading times are now slower and your FPS might drop because there's no more Low quality models of buildings and landscapes which are far away, which makes the game run slower as it has to render way more stuff than it used to.

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futureAllrounder

I noticed, that I installed the mod on a copy with one changed main.scm. This is why, I couldn't use my normal saves. Great mod, but is it finished?

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Yes, it's finished.

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aStiffSausage
Testing on SA-MP and found some bugs, some part of Los Santos don't have Lod textures

 

*PICS*

That's because it's SA:MP. Nothing to be done for it, just play without the .LOD-Mod in SA:MP.

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Testing on SA-MP and found some bugs, some part of Los Santos don't have Lod textures

 

user posted image user posted image user posted image user posted image user posted image

user posted image user posted image user posted image user posted image user posted image

SAMP doesn't allow custom maps. This mod is for Single-player only. I think so. You guys know what I mean. Just drop the XFiles in and its fixed.

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Now because this is not necessary anymore, thank you for the help.

Edited by -BLITZ-
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-BLITZ- , Why it isn't necessary? I think your instruction is too hard for some users. And i think mixed COL-files are better than original from the .Lod Mod.

 

Edited by magnum-WG
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Unconscious person that you can be. What you are doing now is modding mods without having permission whatsoever on them, giving links with your personal changed mods, isn't call for nothing personal home use.

 

Don't respect the rules giving to the author, you don't end up well, and from when you take shots here when staff of this forums clearly had erased the post. You think they don't understand this ?

 

For the record, do you have any idea how many mods I can release for each mods that exist, just because I know how to mod. This is not my business to release them, either you.

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Mmm, ok. This version was made by the request. It's like a patch, but i thought that it'll be easier for the installation to compare PO&this corrections.

About permissions, your .Lod Mod is required to be installed, then this archive may be installed. Do you care about some your collisions, which doesn't make sense w/o the .Lod Mod.

 

I'm not the author of PO, but i made this compatible with your mod version. And as you said, is every person who made personal fix for PO or .Lod Mod a thief? So if the answer is yes, we have a lot of stealers in our community, haven't we?

And of cause, if you say that, all SA modders are stealers because they hack original SA files by Rockstar Games.

 

I made this version of PO for users, with this every user can play with your mod and PO together. So as a result, this version of PO makes .Lod Mod more popular for PO users, because the installation is easier, doesn't it?

 

..huh, ok. This is your mod, and your topic. I respect for your work, your mod is great. If you don't like this archive, you're welcome. I won't put the link on this forum anymore. Thank you for the discussion, Good luck to you.

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Mmm, ok. This version was made by the request. It's like a patch, but i thought that it'll be easier for the installation to compare PO&this corrections.

About permissions, your .Lod Mod is required to be installed, then this archive may be installed. Do you care about some your collisions, which doesn't make sense w/o the .Lod Mod.

 

I'm not the author of PO, but i made this compatible with your mod version. And as you said, is every person who made personal fix for PO or .Lod Mod a thief? So if the answer is yes, we have a lot of stealers in our community, haven't we?

And of cause, if you say that, all SA modders are stealers because they hack original SA files by Rockstar Games.

 

I made this version of PO for users, with this every user can play with your mod and PO together. So as a result, this version of PO makes .Lod Mod more popular for PO users, because the installation is easier, doesn't it?

 

..huh, ok. This is your mod, and your topic. I respect for your work, your mod is great. If you don't like this archive, you're welcome. I won't put the link on this forum anymore. Thank you for the discussion, Good luck to you.

Read the first post next time.. "* No Permission is granted for the public use, to share or change the contents of the files of use in other projects or total conversions other than personal use in your private home. Any file hosting web-site that holds links with the following materials will be removed as the website owns its own copyright that covers the project standards. "

 

It stands clearly that your allowed to modify the mod for HOME use. Also Rockstar allows creating and sharing of none profit mods made for version 1.0 of the game.

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  • 2 weeks later...

Do you know how much win could you possible gain R* if you would made a patch/a new .exe version having more limits mad.gif Right now I'm in the monsters belly of SA in order to get this.

 

user posted image

 

Seriously, there are III & VC limit tools and not SALA with d3d9.dll and tens of crashes and nobody can make for SA version after all this time. Is really that encrypted ?

Edited by -BLITZ-
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That is already in the mod. I couldn't release it if I wasn't doing the method. Actually I found a way to not merge any kind of object, now I can add objects into the game without braking any limits. Vegas is completed with DD on trees without braking any limits here aswell and half goes to SF. So far I just go with the progress now, but if anything goes wrong, I quit until any tool will be made for limits.

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That is already in the mod. I couldn't release it if I wasn't doing the method. Actually I found a way to not merge any kind of object, now I can add objects into the game without braking any limits. Vegas is completed with DD on trees without braking any limits here aswell and half goes to SF. So far I just go with the progress now, but if anything goes wrong, I quit until any tool will be made for limits.

I cross my fingers and wishes you good luck smile.gif I'm really getting tired to fly into trees all day long xD

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Wow, I really forgot the reason that I started this is related to what you are saying. Awful, very awful to play without trees.

 

 

This is not so simple because I need to delete every tree with Med Editor and put them back each of them in IPLs coordinates turn.gif Such a nightmare. Another thing is, I found out that some objects didn't require merge, duplication, just set some settings and the objects could work in both worlds without messing around with 3DMax and Col. files. confused.gif

 

So far Vas Vegas, San Fierro and Desert are okay. Country & Los Santos next.

Edited by -BLITZ-
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Wow, I really forgot the reason that I started this is related to what you are saying. Awful, very awful to play without trees.

 

 

This is not so simple because I need to delete every tree with Med Editor and put them back each of them in IPLs coordinates turn.gif Such a nightmare. Another thing is, I found out that some objects didn't require merge, duplication, just set some settings and the objects could work in both worlds without messing around with 3DMax and Col. files. confused.gif

 

So far Vas Vegas, San Fierro and Desert are okay. Country & Los Santos next.

I really hope you will succeed. But if you hit some wired gta limit on the way can you please still release it? I would like to get it even if only 5 trees are where xD So if both sf and lv is done/nearly done then please release it even if you can't fix more trees.

 

And thanks for this great mod so far smile.gif I'm looking forward to not die anymore^^ Also don't rush it.

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  • 2 weeks later...

New version is in progress.

following changes.

 

• no more merged files; everything is clean now.

• no more Night Vertex Color bugs.

• objects will not disappear anymore on certain angles, in case I missed one by adding boxes.

• all the .COL files used in first version will not be anymore in this version.

• all new collision .CST files are set in one single .COL file

• more than 300 new lod files added into the game.

• dynamic.dat & multiobj aren't involved anymore.

• textures aren't involved anymore.

• unused beta lods that were used for other missing lods are set back to their normal settings & coordinates as I don't need to use them anymore.

• added extra .LOD .IPL's for nomal objects that actually were having .LODs; R* forgot to add them.

• Visage water fall working properly for .LOD; is actually falling from any distance.

• Las Venturas Casino neons are added and working properly at night.

• night buildings added for night time.

• Las Brujas; Area 69; Quarry; Pirate Ship pylons added this time

• most of the objects that were merged actually didn't require any modification with 3DMax/merge, only set their draw distance and add IPL's lines, gain more IPL line spaces and less modification towards them.

• the game will run twice better, related to bugs and crashes.

 

Trying to bring movable objects doing changes on Stream .IPL's in gta3.img

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is the same thing ..

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New version is in progress.

following changes.

 

• no more merged files; everything is clean now.

• no more Night Vertex Color bugs.

• objects will not disappear anymore on certain angles, in case I missed one by adding boxes.

• all the .COL files used in first version will not be anymore in this version.

• all new collision .CST files are set in one single .COL file

• more than 300 new lod files added into the game.

• dynamic.dat & multiobj aren't involved anymore.

• textures aren't involved anymore.

• unused beta lods that were used for other missing lods are set back to their normal settings & coordinates as I don't need to use them anymore.

• added extra .LOD .IPL's for nomal objects that actually were having .LODs; R* forgot to add them.

• Visage water fall working properly for .LOD; is actually falling from any distance.

• Las Venturas Casino neons are added and working properly at night.

• night buildings added for night time.

• Las Brujas; Area 69; Quarry; Pirate Ship pylons added this time

• most of the objects that were merged actually didn't require any modification with 3DMax/merge, only set their draw distance and add IPL's lines, gain more IPL line spaces and less modification towards them.

• the game will run twice better, related to bugs and crashes.

 

Trying to bring movable objects doing changes on Stream .IPL's in gta3.img

Not an single word about the trees sad.gif Did you miss to write about it or haven't you found an way to fix them:/? Anyway still an great update smile.gif But it whould be true awsume if the trees didn't just popup in my face^^

Edited by Robanswe
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Yeah, update not version.

 

Trees ? I broke the game ending up in LS Hills. Country, Desert, Las Venturas, San Fierro had trees, remain only with Los Santos. Limit adjuster doesn't help because I broke the game, well actually I like to say broke because I hit the game-of-the-game limit and Limit Adjuster crashes with other maps limiter tools. This can happend only if someone will make a draw distance limiter, making all the Non-lods fulling working in both worlds.

 

Issue is that above 4000 IPLs added only for trees, is logic to crash. Problem is that in STREAM.IPL - gta3.img what's there are non-lod stuff and if I put something there it works, no problem, but if I transform into a LOD they don't appear in the game even so Med Editor can see them, that's why you see only LOD objects in data/maps/IPLs. So for LOD is maps/IPL but I broke the limit and for non-LOD are in STREAM.IPL

 

After adding so many missing objects in Lod mod I think I used a lot of IPLs and it's possible that I could make, not sure only working in Las Venturas and San Fierro and possible Desert.

 

I will give a shot by deleting all the trees in game from STREAM.IPL and add on maps/IPL hopping that somehow deleting them give space for what I will add. No worries, new IPLs can work in both worlds.

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