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Project2DFX


ThirteenAG
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ChengizVlad09

I can assure you it has nothing to do with seabed.ipl or timecyc, cause I have both of them from PS2, all along with SkyGFX. I have pretty much everything associated to PS2 already installed in my PC version of the game. I even took the liberty to personally bother TheHero, but even he doesn't know, so I assume it has to be tricky then. :) It's not nostalgia, but PS2 indeed has many superior visual effects compared to all platforms, despite being the oldest one and most inferior. Go figure that...

Edited by ChengizVlad09
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  • 3 weeks later...

https://pp.userapi.com/c852232/v852232895/8cd85/4n6TJx9Dj94.jpg
What the duck? I delete this plug and all work is good

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how to add this settings

 

[DrawDistanceChanger]

Enable = 1

MinDrawDistanceOnTheGround = 800.0

DrawDistanceRainyWeather = 150.0

Factor1 = 8.0

Factor2 = 3.0

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  • 2 weeks later...

How to solve this problem in the GTA VС? How to remove the grass texture, if I have the option turned on (PreloadLODs = 1  in VClodlights.ini)?

18823eecea73t.jpg

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I love the mod, but I have some issues using it in interiors. I've been looking everywhere for a fix, but can't seem to find anything useful.

Now, I use SA_DirectX 2.0 and I've tried to remove the timecyc which seemed to solve my issue, but the enb aint the same without the timecyc hahah. Are there any suggestions what I can do to prevent the below from happening, while keeping my timecyc?

 

Currently, this is how it looks ig

dundCFL.jpg

 

In interiors, this is how it looks (it changes during the day).

QDD17Wn.png

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I've investigated that it is conflicting with this mod:

https://www.gtagarage.com/mods/show.php?id=2160

 

This mod increased distance at what cars and pedestrians spawn / despawn. Since 2dfx increases view distance, this mod would be very useful in pair with it.

 

But together they make game crash instead. Can someone find a way to fix it please?)

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Can you make 2dfx plugin for GTA Re:LCS just like you did for GTA VCS?

Edited by PiashGamer007
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Has anyone had issues of the lights/shadows from street lights and lamps clipping on the ground in III? Example below:


 

Spoiler

 

Before P2DFX:

ObnNOVi.png

 

After installing P2DFX:

 

gGecMwf.png

 

Although there is anti-aliasing applied, I'm using FXAA on my video card instead of the MSAA featured in Widescreen Fix.

 

 

  • Like 2
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I don't recall seeing the lights clipping into the ground as badly like it does with Project 2DFX installed, at least not to a severe degree from the areas I've traveled in the game without Project 2DFX.

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11 hours ago, ThirteenAG said:

I believe the game is hitting some limit and that's why it happens.

is it fixable?

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Can i run 2dfx?

 

AMD Radeon E1-2100 APU Graphics 1.00ghz

4gb of RAM

Windows 8.1 64bits

 

Note: i'm talking about Gta 3's version

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34 minutes ago, adrien48cb said:

Can i run 2dfx?

 

AMD Radeon E1-2100 APU Graphics 1.00ghz

 4gb of RAM

Windows 8.1 64bits

 

Note: i'm talking about Gta 3's version

yes u can

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13 hours ago, spartaque12 said:

yes u can

Actually, it causes lags at gameplay. Which configurations i need to use?

 

Note: without the IIILodLights.asi/ini/dat files, i can play it.

But when i use only 13AG's Limit Adjuster, it doesn't cause lags on mine.

Edited by adrien48cb
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Can someone help me clear this up? I've got the mod linked in the first post, but a couple of weeks ago I picked up another version, which contains completely different contents, and I cannot remember where I got it.

 

folder name: Project_2dfx_sa

contents:

2dfx.asi

2dfx.dat

2dfx.ini

2dfx_min.dat

IDE_DD_Tweaker.asi

IDE_DD_Tweaker.ini

limit_adjuster_gta3vcsa.asi

limit_adjuster_gta3vcsa.ini

sa_draw_distance_changer.asi

sa_draw_distance_changer.ini

 

This other mod gives me a rather decent draw distance. But what is it? An older version or something?

 

Edited by tizerist
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Thank you kkjj.

So i've got this up and running and it's greatly enhanced my enjoyment of the game, but theres one thing which is sticking out compared to the rest of the environmental objects...roadside shrubs and bushes. I've got my tree lod way up into the thousands but the shrubs on the roadside must be modified somewhere else? I've tried looking in the fastmanlimitadjuster.ini and also the lodlights but I dont know where I can modify this. Does anyone know?

MDcZWfs.jpg

Edited by tizerist
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Mixsets has an option for it but there is a hardcoded grass limit, going over the default drawdistance of 60 only causes grass to pop in instead of fade in.

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  • 3 weeks later...
20 hours ago, gangsta63 said:

Using Xbox HD, SkfGfx and Project2DFX. Here is my traffic lights reflections:

Do you have this problem?

 

https://pasteboard.co/I5eviaY.png
https://pasteboard.co/I5ew9hT.png
https://pasteboard.co/I59I733.png

If your problem is too high saturation, just decrease shadow intensity in the settings:

 

StaticShadowsIntensity = 0.0

TrafficLightsShadowsIntensity = 0.0

 

If you talk about texture clipping - it's already confirmed bug but it isn't fixed yet

Edited by Marsi4eg
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6 minutes ago, Marsi4eg said:

If you talk about texture clipping - it's already confirmed bug but it isn't fixed yet

Light textures clipping on the ground in GTA3 already happens in a clean game as has been confirmed in skygfx thread some time ago.

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Just now, gts. said:

Light textures clipping on the ground in GTA3 already happens in a clean game as has been confirmed in skygfx thread some time ago.

Yes, but in vanilla game it happens not so often and not so noticeable

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zerosaber75

There seems to be a strange texture flickering bug if you set "RenderLodLights = " from 1 to 0 in GTA III. Not sure how to describe it since I don't have way to show the bug in action, but after setting RenderLodLights to 0, the building textures in the distance garble and flicker as I'm driving through Portland in the game's opening areas and it looks much worse than with it enabled or not using the LodLights plugin.

 

 

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