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SilentPatch


Silent
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They're also clean up when it rains?

I think that's how R* did it, yes.

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Omg!Dude you are on a fixing marathon, i would give you a cookie but unfortunately you already have one it seems.

 

Alright, here it is: :cookie:

 

But only eat it when you finish yours.Cheers man!

jYzLR2j.png

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Awesome! You're on a roll Silent! Now no one is going to need 1.01 anymore, like me.

Unless, Silent, you fix NUM5 to be mappable in 1.0, which I would REALLY like.

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Unless, Silent, you fix NUM5 to be mappable in 1.0, which I would REALLY like.

No kurwa, Steam version doesn't have this fix neither. Car dirt is messed up again too!

 

Anyway, I'll try to find out how to fix it, sure.

 

 

EDIT:

Done! Oddly, R* excluded this key from bindable controls.

Edited by Silent
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What's wrong with them?

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Matias_Montanna

What's wrong with them?

I think it has the same problems that weapons sometimes because I see palm trees and have a blue border as alpha

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Is that bug even fixable? I heard SA::Render got rid of it, but AFAIK they change lot of engine related stuff.

Also I noticed SA is now in the thread title :D

Edited by Blackbird88
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The famous alpha bug on vegetation.

Actually that's not the alpha bug. Alpha textures just don't blend well with the sky in San Andreas, so it normally gives the alpha an outline that's the same colour as the sky if the sky is in the background of the alpha texture.

 

The alpha bug is when there are too many alpha textures, and even when the alpha texture is in the foreground of an actual object, e.g a building, it ignores the building and instead shows the colour of the sky, just like the first one, except this time it happens at any camera angle.

 

Damn, San Andreas has a lot of problems with alpha textures. :p

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Two bugs in one - the standard (broken) alpha blending, and the alpha limit.

 

Because fixing only one is not enough.

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Exclusive shot inside Silent's room:

 

2dsg487.png

  • Like 2
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One more tiny fix:

 

jcdi2GO.jpg

 

This issue (objects being lit when CJ has a weapon in hand) is now corrected :^:

 

Also stole parahute.dff from VCSPC but cba taking a screenshot. That means the anims now work correctly on it.

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You really know what you are doing. Nice job.

 

Out of curiosity, do you think you may make a mod like this on IV and EFLC? It could use it as there are things that I couldn't fix such as the following.

-Dark models in the distance with the new shader system.

-Z-fighting.

-Vehicle reflections showing polys at certain angles.

-Lack of car shadows from things other than the sun.

-Shadows don't quite meet up with the object casting them. For example car tire shadows or the shadow of the players feet is not correct.

-Incorrect shadows on vegetation.

Edited by nkjellman
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IV? No, no, no, no. And you messed up the quote date on this one, .

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IV? No, no, no, no. And you messed up the quote date on this one, .

I guess you don't want to touch IV as it is a much bigger mess than the older games.
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I guess you don't want to touch IV as it is a much bigger mess than the older games.

I just don't feel like modding this game. I don't know much about it core-wise.

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It's not a bug, San Fierro just got retextured. A design choice.

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Matias_Montanna

This is a Bug / Error of the Light? You can fix this?

 

 

 

 

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Isn't it a model lacking night vertex colours?

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I know this question has been asked thousand of times before,but any chance you could try tweaking the helicopter's crappy rotor blades ..?

Maybe import it like the parachute from vcs or something?

Edited by lightning123
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I know this question has been asked thousand of times before,but any chance you could try tweaking the helicopter's crappy rotor blades ..?

Maybe import it like the parachute from vcs or something?

I thought he did that already?

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I know this question has been asked thousand of times before,but any chance you could try tweaking the helicopter's crappy rotor blades ..?

Maybe import it like the parachute from vcs or something?

I thought he did that already?

 

The parachute animations yes he did but the rotor blades no

Edit:It seems it can't be done (Quote from himself on another topic):rotorblades were removed ON PURPOSE due to a possible D3D9 RW issue, or some implementation oddities R* could not have addressed...

Edited by lightning123
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