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Project2DFX


ThirteenAG
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@uncaged

Are you sure that exactly VegetationDrawDistance value has effect on dynamic plants?

I've tried to reproduce all this and I can say that VegetationDrawDistance absolutely has no effect on them. But GenericObjectsDrawDistance does. I put ingame DD slider to 8/16. In vanilla game it's really the highest value when plants appear without pop-ins. Then I put back P2DFX, changed GenericObjectsDrawDistance to 150 (it was 800), and there were still pop-ins. I lowered the value to 50.0 and it perfectly worked - dynamic plants smoothly fade out.

With all values higher than 50 pop-in/out effect will appear. With 55 it's still almost invisible, with 60 it becomes really noticeable, exactly like setting the ingame slider to 9/16 in vanilla game.

Bad thing - lampposts, traffic lights etc will appear very close.

 

But anyway I think dynamic plants settings should be separated from GenericObjectsDrawDistance setting instead of VegetationDrawDistance.

 

P.S. It's already a pretty bugged setting because it also forces some unused objects to be rendered (objects that have zero draw distance set in ide) such as high flying bush in Back'o'Beyond area. I asked TAG a few years ago to fix it (to not force new draw distance to objects that has native 0.0 value in ide) but still nothing...

Edited by Marsi4eg
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  • KEKW 1
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1 hour ago, Marsi4eg said:

Are you sure that exactly VegetationDrawDistance value has effect on dynamic plants?

  

20 hours ago, uncaged said:

But these 2 settings must be:

GenericObjectsDrawDistance = 1.0 (else will break fades of bushes)

VegetationDrawDistance = 0.0 (else <550 will break cactuses and desert bushes fades but trees will be OK, >550 will break all veg fades).

 

1 hour ago, Marsi4eg said:

But anyway I think dynamic plants settings should be separated from GenericObjectsDrawDistance setting instead of VegetationDrawDistance.

^ that would help a lot! As well as splitting VegetationDrawDistance.
 

1 hour ago, Marsi4eg said:

I lowered the value to 50.0 and it perfectly worked

I stopped testing after 75 since it is still pretty small value. But nice find anyway : )

 

1 hour ago, Marsi4eg said:

P.S. It's already a pretty bugged setting because it also forces some unused objects to be rendered (objects that have zero draw distance set in ide) such as high flying bush in Back'o'Beyond area. I asked TAG a few years ago to fix it (to not force new draw distance to objects that has native 0.0 value in ide) but still nothing...

Good to know that ^ Thanks! I think I will just keep GenericObjectsDrawDistance at 1.0 or 0. 

Edited by uncaged
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  • 4 weeks later...

ı think this mod my my gta 3's some textures blue (mostly on staton and shoreside)

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spartaque12
1 hour ago, xlaar said:

ı think this mod my my gta 3's some textures blue (mostly on staton and shoreside)

I doubt it's blame of this mod

Edited by spartaque12
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Is this normal?

Spoiler

https://i.imgur.com/dDUrDu9.png

Is a searchligths bug I disableb this line RenderOnlyDuringFoggyWeather = 0; this ony happens on Los Santos Airport

this is my config:

Spoiler
[LodLights]
RenderLodLights = 1
MaxNumberOfLodLights = 25000
CoronaRadiusMultiplier = 1.00
SlightlyIncreaseRadiusWithDistance = 0
CoronaFarClip = auto
CustomCoronaTexturePath = .\\corona.png

[StaticShadows]
RenderStaticShadowsForLODs = 1 //may reduce performance
StaticShadowsIntensity = 2.0
StaticShadowsDrawDistance = 200.0

[SearchLights]
RenderSearchlightEffects = 1
RenderOnlyDuringFoggyWeather = 0
SearchlightEffectVisibilityFactor = 0.4
SmoothEffect = 1

[DrawDistanceChanger]
Enable = 0
MinDrawDistanceOnTheGround = 800.0
Factor1 = 8.0
Factor2 = 3.0
StaticSunSize = 20.0

[AdaptiveDrawDistance]
Enable = 0 // Works only with DrawDistanceChanger enabled
MinFPSValue = 30 // Plugin will decrease draw distance (far clip) if FPS value is less than this
MaxFPSValue = 55 // Plugin will increase draw distance (far clip) if FPS value is greater than this
MaxPossibleDrawDistance = 5000.0 // Plugin will stop increasing draw distance if it reaches this value

[IDETweaker]
TimedObjectsDrawDistance = 0.0   // All values below 10.0 will be used as a multiplier, otherwise as a draw distance.
NeonsDrawDistance = 2000.0
LODObjectsDrawDistance = 1300.0
GenericObjectsDrawDistance = 300.0
AllNormalObjectsDrawDistance = 0.0
VegetationDrawDistance = 800.0
LoadAllBinaryIPLs = 1
PreloadLODs = 1

[Misc]
FestiveLights = 0

 

Update, now found the same bug in Downtwon

Spoiler

https://i.imgur.com/jBkvEbY.png

 

Edited by Leinad
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For pop-in small vegetation issue, I think the best way is to lower their DD in procobj.ide (say to 10) and GenericObjectDrawDistance=5.0. This will also solve pop-in issue and the issue of low draw distance of lamppost and other objects.

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Smooth vegetation draw would be nice achievement, but in my case I tried few variants of configurations, and grass still renders like groups - group here, group there, and so on. 

Could you guys upload few gifs/videos to check how it looks on your side. 

 

PCSX2

Spoiler

rmjMWp7.gif

 

PC (updated classic, P2DFX with few parameters cranked to "high", and mod which bumps grass density) 

This one does represent main issue people are talking about few last pages. 

Spoiler

nZIkkx4.gif

 

Will try go get gifs done, with config samples which were suggested by users to achieve fade in/out effect.

GenericObjectsDrawDistance = 1.0
VegetationDrawDistance = 550.0

Ingame DrawDistance 8/16

Spoiler

2ohaIKk.gif

 

Edited by TempUser_
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6 hours ago, kkjj said:

For pop-in small vegetation issue, I think the best way is to lower their DD in procobj.ide (say to 10) and GenericObjectDrawDistance=5.0. This will also solve pop-in issue and the issue of low draw distance of lamppost and other objects.

That is very interesting idea! Do you have a properly edited file? I tried myself but I seem to mess things every time since info from the web is quite confusing to me. I will be glad to test it.
Can the same be done with trees and VegetationDrawDistance ? Theoretically it would be possible to increase the trees DD and keep desert plants and bushes soft fades that way. (but trees will still have some pop ins, just not so noticeable due to further distance.)

 

5 hours ago, TempUser_ said:

Could you guys upload few gifs/videos to check how it looks on your side. 

GenericObjectsDrawDistance = 1.0
VegetationDrawDistance = 550.0

Ingame DrawDistance 8/16

  Hide contents

2ohaIKk.gif

 

I cant do gifs unfortunately. But though those custom settings work fairly well (looks like exactly as on your last gif but I use VegetationDrawDistance=0.0) but AFAIK the grass rendering is still not perfect even with SkyGFX and there are many places where it renders wrong or as chunks pop ups. It is just better than default pc grass rendering.

Edited by uncaged
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@uncaged Sure, I will share.

About trees, I think a DD of 500.0 is enough, I guess.

 

 

 

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What exactly are the benefits of using this mod in GTA IV ?

 

i want the bugfixes but performance (draw distance) should stay the same.

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Anyone noticed similar popups of trees behind buildings? Happens rarely, but still. 

Not best representing gif, but still

Spoiler

YqxqHh7.gif

 

Edited by TempUser_
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3 hours ago, TempUser_ said:

Anyone noticed similar popups of trees behind buildings? Happens rarely, but still. 

Not best representing gif, but still

  Reveal hidden contents

YqxqHh7.gif

 

Yeah, there's a variety of objects that do that, not sure how to fix that but mugetsuga hinted at it a few times in various topics which made it seem to be related to their respective .ide entries, not 100% sure though.

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Is it possible for someone to remove this grass, and replace it with map objects (that are grass models. without collison) that actually spawn in long draw distance?

Edited by marco886
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Maks_Grain4
On 6/6/2020 at 3:00 PM, TempUser_ said:

Smooth vegetation draw would be nice achievement, but in my case I tried few variants of configurations, and grass still renders like groups - group here, group there, and so on. 

Could you guys upload few gifs/videos to check how it looks on your side. 

 

PCSX2

  Reveal hidden contents

rmjMWp7.gif

 

PC (updated classic, P2DFX with few parameters cranked to "high", and mod which bumps grass density) 

This one does represent main issue people are talking about few last pages. 

  Reveal hidden contents

nZIkkx4.gif

 

Will try go get gifs done, with config samples which were suggested by users to achieve fade in/out effect.

GenericObjectsDrawDistance = 1.0
VegetationDrawDistance = 550.0

Ingame DrawDistance 8/16

  Hide contents

2ohaIKk.gif

 

but how to make stones and bushes also appear smoothly?

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Change their drawdistance in vegepart.ide to a lower value as well (can also adapt the trees in here).

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8 hours ago, Maks_Grain4 said:

but how to make stones and bushes also appear smoothly?

 

4 hours ago, LaDiDa said:

Change their drawdistance in vegepart.ide to a lower value as well (can also adapt the trees in here).

interesting, these values seem to work well with rocks. Wasnt sure what other lines to change, didnt want to break what works well.

744, sm_scrub_rock4, gtarock_deserts, 50, 4
745, sm_scrub_rock5, gtarock_deserts, 50, 4
746, sm_scrub_rock2, gtarock_deserts, 50, 4
747, sm_scrub_rock3, gtarock_deserts, 50, 4
749, sm_scrb_column3, gtarock_deserts, 50, 4
750, sm_scrb_column2, gtarock_deserts, 50, 4
751, sm_scrb_column1, gtarock_deserts, 50, 4
752, sm_cunt_rock1, gta_rockcuntry, 50, 4
758, sm_scrub_rock6, gtarock_deserts, 50, 4

 

Edited by uncaged
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Maks_Grain4
17 hours ago, LaDiDa said:

Change their drawdistance in vegepart.ide to a lower value as well (can also adapt the trees in here).

What needs to be done in SALodLight.ini,  so that the stones and bushes also look smooth? Which parameter is responsible for this?

Edited by Maks_Grain4
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AddictionToGaming

2DFX's "LoadAllBinaryIPLs" function is what makes certain objects (mostly medium-sized trees like the ones in LS for example) pop in as groups/sets instead of them fading in or already being rendered. It doesn't affect small vegetation.

Disabling that function and using binaryipl.cs instead solves that issue. The downsides are that your FPS will drop by quite a margin if the vegetation DD is high in the 2DFX's .ini and after a few minutes of playing you might occasionally see random objects (poles, traffic signs, etc.) attached  to peds.

https://drive.google.com/file/d/0B1sAJQAUfOOYbG96MFJ4NmpEUk0/view

Edited by AddictionToGaming
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6 hours ago, Maks_Grain4 said:

What needs to be done in SALodLight.ini,  so that the stones and bushes also look smooth? Which parameter is responsible for this?

Tied to genericdrawdistance.

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Maks_Grain4
9 hours ago, LaDiDa said:

Tied to genericdrawdistance.

I have the parameter "genericdrawdistance = 1", and the stones still appear instantly (not smoothly)

Edited by Maks_Grain4
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17 minutes ago, kkjj said:

Probably those stones are present in vegepart.ide?

Can't exactly remember if they're in vegepart.ide or procobj.ide, should be in either one of them, they're also conveniently called something like rock(s)/stone(s) 🤷‍♂️

Edited by LaDiDa
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Can someone tell me quickly what to do to make the grass and bushes appear smoothly ???

I installed project 2DFX in San Andreas.

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Maks_Grain4
1 minute ago, marco886 said:

Can someone tell me quickly what to do to make the grass and bushes appear smoothly ???

I installed project 2DFX in San Andreas.

GenericObjectsDrawDistance = 1.0
VegetationDrawDistance = 550.0

Ingame DrawDistance 8/16

At the expense of stones - I myself am looking for an answer.

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Thank you! Also in which file do I have to edit this??

Edited by marco886
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Maks_Grain4

After completing the mission "Stowaway", the main character jumps from an airplane. How to make the MAP at a height not loaded full? (there were no gaps in the map and was the range less than one kilometer?) Sorry my English.
5a77d7c7b0b1t.jpg

Edited by Maks_Grain4
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11 minutes ago, Maks_Grain4 said:

GenericObjectsDrawDistance = 1.0
VegetationDrawDistance = 550.0

Ingame DrawDistance 8/16

At the expense of stones - I myself am looking for an answer.

In which file do I write this?

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AddictionToGaming
On 6/10/2020 at 5:36 PM, Maks_Grain4 said:

After completing the mission "Stowaway", the main character jumps from an airplane. How to make the MAP at a height not loaded full? (there were no gaps in the map and was the range less than one kilometer?) Sorry my English.
5a77d7c7b0b1t.jpg

Try decreasing the Factor 1 value in the .ini file

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