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Project2DFX


ThirteenAG
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Project_2dfx_gta3 v1.2

 

Project_2dfx_vc v1.4

 

Project_2dfx_sa v1.5

 

Just a minor fixes, i disabled that ambient brightness change, while camera is pointed to some directions. I still don't know how to disable it for LOD coronas only, so it disabled completely in GTA3 and VC. Is GTA SA have that issue? I was able to test it only in VC today.

Edited by ThirteenAG
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Project_2dfx_gta3 v1.2

 

Project_2dfx_vc v1.4

 

Project_2dfx_sa v1.5

 

Just a minor fixes, i disabled that ambient brightness change, while camera is pointed to some directions. I still don't know how to disable it for LOD coronas only, so it disabled completely in GTA3 and VC. Is GTA SA have that issue? I was able to test it only in VC today.

Yes, the issue exists on SA too.

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s87448830.jpg

You will use my script? But is cleo.

And i can help with conversion offsets from 1.0 to 1.1 for gta3 and vice.

 

And i download for gta3. Game crash with coronanolimit_gta3.asi.

Edited by DimZet13
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You will use my script? But is cleo.

And i can help with conversion offsets from 1.0 to 1.1 for gta3 and vice.

You mean what exactly?

 

And i download for gta3. Game crash with coronanolimit_gta3.asi.

Only exe v1.0 is supported, usually all my mods is for 1.0 only.
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I've asked TAG about this previously, have it lower at lower altitude, and higher at higher altitude.

This should also help in resources used to render the game, as you won't be loading so many models etc @ a lower draw distance @ a low altitude. He said he would have to annoy SilentPL to help him with the altitude portion of the idea though.

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aStiffSausage

Just saying, but couldn't the current draw distance be received from setting two altitude levels, let's say 20.0 and 100.0, where when altitude is 20.0 or below, draw distance is at minimum, and when it's 100.0 or above, it's at maximum, and then calculate the draw distance for values between using linear calculation? And altitude level could be received from camera coordinates, as then having player on the ground but camera high in the sky wouldn't cause a "bug" where draw distance is still at minimum setting. :p

 

EDIT: Something like this?

IFcurrent_altitude > max_altitudeTHENcurrent_draw_distance = max_draw_distanceELSE	IF	min_altitude > current_altitude	THEN	current_draw_distance = min_draw_distance	ELSE	Calculate_new_dd	ENDENDcurrent_draw_distance =(max_altitude - min_altitude) / (max_altitude - min_altitude) * (current_altitude - min_altitude) + min_draw_distanceExample values:Max_draw_distance = 3000.0Min_draw_distance = 1000.0Min_altitude = 20.0Max_altitude = 100.0current_altitude = 45.0current_draw_distance = (3000.0 - 1000.0) / (100.0 - 20.0) * (45.0 - 20.0) + 1000.0= 2000.0 / 80.0 * 25.0 + 1000.0= 1625.0
Edited by aStiffSausage
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aStiffSausage

I got an error when I compiled that oksu.

 

Now that is quite odd. I can't see the problem in the... Oh wait it's not a script.

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Does anyone think it may be possible to increase the draw distance at high altitudes in SA?

It's already made.

 

(link in desc)

and my screenshots when using this mod

24y8gvn.jpg

WSSwrdU.jpg

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Thats not what he was after though.

That script just changes the farclp value from timecyc on the fly.

 

OP is after an adjustment to make the farclp value (draw distance) to be greater/higher AUTOMATICALLY when the player goes higher in altitude

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Thats not what he was after though.

That script just changes the farclp value from timecyc on the fly.

 

OP is after an adjustment to make the farclp value (draw distance) to be greater/higher AUTOMATICALLY when the player goes higher in altitude

Something like GTA IV? Then no, sadly, I never saw anything like that :(

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Increasing the farclip without messing with the timecyc file would be ideal indeed. Too much of it would look weird though, 4 times is probably good enough. Just my opinion.

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Doubt i can do anything about the water. Btw, you don't have holes in your map, how is that? I have holes even with ide tweaker.

Edited by ThirteenAG
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[MAIN]

enable=1

patch_tobjs=1

patch_lods=1

patch_generic=1

patch_all_normal=0 //do not use at the same time with patch_generic=1

 

[TOBJS]

tobjs_draw_distance_multiplier = 3.0

 

[LODS]

lods_draw_distance_multiplier = 2.5

lods_new_draw_distance = 2000.0 //if multiplier is set, this value will be ignored

 

[OBJS]

max_draw_distance_for_normal_objects = 0.0 // it's better not to touch it at all

generic_new_draw_distance = 300.0

normal_new_draw_distance = 300.0

 

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No holes here either, unless I use the vehicle spawner to instantly be put high in the sky. But even then, the holes eventually disappear.

 

I do get holes in the water if I set farclip too high though. And those don't go away.

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No holes here either, unless I use the vehicle spawner to instantly be put high in the sky. But even then, the holes eventually disappear.

 

I do get holes in the water if I set farclip too high though. And those don't go away.

Holes in the actual map or holes in the water? Holes in the water has always been an issue with SA and high draw distances, pretty weird bug.

Holes in the actual map will only happen if you're too far away from the LOD's, which can be fixed by increasing the multiplier or the draw distances of LOD's in the IDE DD Tweaker.

Edited by TheJAMESGM
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Don't forget. You'r using SRt3. It can be the cause.

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