Link2012 Posted January 12, 2014 Share Posted January 12, 2014 What is it?Do you know when you install a little map mod but it only shows the map when you are too close to it? Well, it's not the game's fault but the mapper's fault.This ASI plugin aims to fix those mappers laziness (or newbiness) on-the-flyAt first it was being designed to be part of modloader but I decided to make it a separated plugin.How does it work?It's always good to know how something you are using works.First, it assumes all custom IPL files are at the end of gta.dat (that's the right thing to do always anyway).Then it builds a lookup table of all objects X lods based on the files that are being placed by the game (probably by original IPL files) and whenever a object has no lod it tries to find a lod for it based on this table.Downloadhttp://www.gtagarage.com/mods/show.php?id=25452 Agem, JSBOfficial, TJGM and 7 others 10 Link to comment Share on other sites More sharing options...
BS_BlackScout Posted January 12, 2014 Share Posted January 12, 2014 Awesome mod ; ), btw, what hud mod are you using? Link to comment Share on other sites More sharing options...
Link2012 Posted January 12, 2014 Author Share Posted January 12, 2014 (edited) He, DK's one http://gtaforums.com/topic/668323-rel-mobile-hud/ Edited January 12, 2014 by LINK/2012 BS_BlackScout 1 Link to comment Share on other sites More sharing options...
GoUrbex Posted February 3, 2014 Share Posted February 3, 2014 HiIs it possible to rewrite the code so that the LOD was paired with the object according to the list in a text file, eg: # OBJ LOD5000, 50034500, 5672... etc Link to comment Share on other sites More sharing options...
eugene89 Posted June 19, 2014 Share Posted June 19, 2014 He, DK's one http://gtaforums.com/topic/668323-rel-mobile-hud/ Okay, by using your mod, would this increase FPS? Also, say if you made a mod that loads all the objects at once, would the FPS increase or decrease? Link to comment Share on other sites More sharing options...
Link2012 Posted June 19, 2014 Author Share Posted June 19, 2014 He, DK's one http://gtaforums.com/topic/668323-rel-mobile-hud/ Okay, by using your mod, would this increase FPS? Also, say if you made a mod that loads all the objects at once, would the FPS increase or decrease? Increase Deji 1 Link to comment Share on other sites More sharing options...
eugene89 Posted June 19, 2014 Share Posted June 19, 2014 He, DK's one http://gtaforums.com/topic/668323-rel-mobile-hud/ Okay, by using your mod, would this increase FPS? Also, say if you made a mod that loads all the objects at once, would the FPS increase or decrease? Increase do you know of such a mod that can load the whole map? Link to comment Share on other sites More sharing options...
Link2012 Posted June 19, 2014 Author Share Posted June 19, 2014 (edited) He, DK's one http://gtaforums.com/topic/668323-rel-mobile-hud/ Okay, by using your mod, would this increase FPS? Also, say if you made a mod that loads all the objects at once, would the FPS increase or decrease? Increase do you know of such a mod that can load the whole map? http://gtaforums.com/topic/573478-iiivcsa-project-2dfx/ on bonus scripts Edited June 19, 2014 by LINK/2012 Link to comment Share on other sites More sharing options...
BLlTZ Posted June 19, 2014 Share Posted June 19, 2014 (edited) Can this be used instead of Lod Mod or it functions only for the purpose of adding new maps into the game ? --------- I thought I'm looking wrong, but this was started in January. How I didn't know about this or don't remember. Edited June 19, 2014 by BLlTZ Link to comment Share on other sites More sharing options...
Link2012 Posted June 19, 2014 Author Share Posted June 19, 2014 Can this be used instead of Lod Mod or it functions only for the purpose of adding new maps into the game ? --------- I thought I'm looking wrong, but this was started in January. How I didn't know about this or don't remember. Nope, it just gives LOD to objects without LOD that are supposed to have a LOD. Mostly like caused by mappers that don't know about LODs or forgot to add them. Link to comment Share on other sites More sharing options...
eugene89 Posted June 20, 2014 Share Posted June 20, 2014 (edited) He, DK's one http://gtaforums.com/topic/668323-rel-mobile-hud/ Okay, by using your mod, would this increase FPS? Also, say if you made a mod that loads all the objects at once, would the FPS increase or decrease? Increase do you know of such a mod that can load the whole map? http://gtaforums.com/topic/573478-iiivcsa-project-2dfx/ on bonus scripts Awesome, been searching for that since 2013! Any other mods or fixes you can point me to that would increase fps or gameplay quality? Edited June 20, 2014 by maurice96 Link to comment Share on other sites More sharing options...
Link2012 Posted June 20, 2014 Author Share Posted June 20, 2014 Awesome, been searching for that since 2013! Any other mods or fixes you can point me to that would increase fps or gameplay quality?Check out this topichttp://gtaforums.com/topic/714017-fixes-improvements-to-vanilla-san-andreas/ Link to comment Share on other sites More sharing options...
eugene89 Posted June 29, 2014 Share Posted June 29, 2014 YES! I can confirm this mod gave me 2-4 FPS! Tried it on a low endand mid range laptop! Link to comment Share on other sites More sharing options...
TJGM Posted June 30, 2014 Share Posted June 30, 2014 You dropped to 2-4 FPS because of some LOD's.. seriously? Link to comment Share on other sites More sharing options...
Reyks Posted June 30, 2014 Share Posted June 30, 2014 You dropped to 2-4 FPS because of some LOD's.. seriously? I think he meant the mod increased his framerate by 2-4 fps. Link to comment Share on other sites More sharing options...
TJGM Posted June 30, 2014 Share Posted June 30, 2014 You dropped to 2-4 FPS because of some LOD's.. seriously? I think he meant the mod increased his framerate by 2-4 fps. Well that would make no sense since it adds more objects to the map.. maybe it does, who knows. Link to comment Share on other sites More sharing options...
Johnny_D Posted June 30, 2014 Share Posted June 30, 2014 He used the word GAVE. So it gave him 2-4 FPS. And it probably gave him a boost in frames due to lower models loading now, instead of the high quality models without LODs. Link to comment Share on other sites More sharing options...
TJGM Posted June 30, 2014 Share Posted June 30, 2014 (edited) He used the word GAVE. So it gave him 2-4 FPS. And it probably gave him a boost in frames due to lower models loading now, instead of the high quality models without LODs. Thanks for pointing that out, its not like didn't mention it already. Oh, and along with that, the high quality model doesn't load outside of the distance of LOD's, so unless he has LOD's up close (won't happen), he shouldn't be getting an FPS boost and a standard San Andreas model wouldn't take 2-4 FPS anyway. Edited June 30, 2014 by TJGM Link to comment Share on other sites More sharing options...
Johnny_D Posted June 30, 2014 Share Posted June 30, 2014 (edited) No need for the attitude. I'm an adult, sure you are too, so please, respond and speak in such manner. It doesn't, but that could always be a bug when models aren't allowed LODs (by that I mean unoccupied.) when trying to load through files? If that's indeed not the case, I don't get the FPS boost. Edited June 30, 2014 by Johnny_D Link to comment Share on other sites More sharing options...
eugene89 Posted August 2, 2014 Share Posted August 2, 2014 You dropped to 2-4 FPS because of some LOD's.. seriously? I think he meant the mod increased his framerate by 2-4 fps. Well that would make no sense since it adds more objects to the map.. maybe it does, who knows. Theres improved performance with mods like 2dfx because on my pc, using 2dfx alone LODs would pop into the screen last minute - ultimately causing sudden drops in fps Link to comment Share on other sites More sharing options...
pep legal Posted August 27, 2014 Share Posted August 27, 2014 (edited) Hey Link... Could you tell me a bit more about this mod ? Cause I'm doing a Vegetation overhaul for San Andreas, by reducing the polycount of those Oblivion tree models. Also I'm creating ultra-low-poly LOD models for every one of those trees. This job doesn't scare me...what really scare me is re-editing all Binary IPLs. Any tip to make my life easier ? Can Auto-Lod help me on this task ? If not...Do you know any other easy way of linking Model->LOD without touching binary IPLs ? Thanks. Edited August 27, 2014 by pep legal Link to comment Share on other sites More sharing options...
Link2012 Posted August 27, 2014 Author Share Posted August 27, 2014 (edited) I did a modification on auto-lod some time ago to be more friendly for TC creators https://dl.dropboxusercontent.com/u/35476123/Sources/Modding/GTA/ASI/LODLinker.zip It searches for models replacing the LOD in the first three letters of the model name, like Vice City. i.e. nwsnpedhus1_LAS -> LODnpedhus1_LAS I'm not sure if I'm gonna release it individually but feel free to redist on your mod. Edited August 27, 2014 by LINK/2012 Link to comment Share on other sites More sharing options...
pep legal Posted August 27, 2014 Share Posted August 27, 2014 (edited) I did a modification on auto-lod some time ago to be more friendly for TC creators . . . Thank you for answering...it is very kind of you sharing your little tool. But unfortunately that tool cannnot be applied in my situation (maybe not even the original auto-lod, I think). I'm NOT creating NEW trees or NEW placements for trees. I'm just doing new meshes (dff-files) for vanilla trees...and adding low-poly LODs for those trees. Theoretically, I'm supposed to tweak hundreds of lines in several stream IPLs, changing the last index from "-1" (LOD index), to point to the appropiate low-poly mesh. (also, I have to copy the coordinates and paste them as LOD coordinates). That's the job I'm trying to avoid - ( because touching binary IPLs is very dangerous...and I should change so many lines...and I would conflict with other mods that touch binary IPLs as well ) Thanks anyway. PS.: fico orgulhoso em ver um brasileiro fazendo parte da ELITE de modders desta fantástica comunidade. Edited August 28, 2014 by pep legal Link to comment Share on other sites More sharing options...
Link2012 Posted August 28, 2014 Author Share Posted August 28, 2014 (edited) But unfortunately that tool cannnot be applied in my situation (maybe not even the original auto-lod, I think). I'm NOT creating NEW trees or NEW placements for trees. I'm just doing new meshes (dff-files) for vanilla trees...and adding low-poly LODs for those trees. Theoretically, I'm supposed to tweak hundreds of lines in several stream IPLs, changing the last index from "-1" (LOD index), to point to the appropiate low-poly mesh. (also, I have to copy the coordinates and paste them as LOD coordinates). Yes, that asi will help you into that, you just have to name your low-poly model (in IDEs too ofc) by replacing the first three letters of the non-LOD tree with 'LOD'. For example, suppose there's a tree named rr_tree78. Now, you just have to name your low-poly tree as LODtree78, register it properly on a IDE, and that's it, no need to modify any LOD. PS.: fico orgulhoso em ver um brasileiro fazendo parte da ELITE de modders desta fantástica comunidade. Valeu Edited August 28, 2014 by LINK/2012 Link to comment Share on other sites More sharing options...
GoUrbex Posted August 29, 2014 Share Posted August 29, 2014 (edited) I did a modification on auto-lod some time ago to be more friendly for TC creators https://dl.dropboxusercontent.com/u/35476123/Sources/Modding/GTA/ASI/LODLinker.zip It searches for models replacing the LOD in the first three letters of the model name, like Vice City. i.e. nwsnpedhus1_LAS -> LODnpedhus1_LAS I'm not sure if I'm gonna release it individually but feel free to redist on your mod. Hi: D I have a problem with this tool, because my object LOD does not disappear Edited September 2, 2014 by Rafal22 Link to comment Share on other sites More sharing options...
GoUrbex Posted September 9, 2014 Share Posted September 9, 2014 Help someone? Link to comment Share on other sites More sharing options...
Reyks Posted November 16, 2014 Share Posted November 16, 2014 (edited) Hey, first of all I'm sorry for the massive bump, but I'm having the same problem as the guy above ^, basically the LOD model of some objects will show up at the same time as the normal one, and sometimes it has wrong rotation as well. If someone can tell me how do I enable the LOD models in the IPL files as a temporary fix, I will be very grateful. Edited November 16, 2014 by StrafeBolt Link to comment Share on other sites More sharing options...
TJGM Posted November 16, 2014 Share Posted November 16, 2014 (edited) Locked on request. Mod will be shown and discussed in Link's workshop instead. Edited November 16, 2014 by TJGM Link to comment Share on other sites More sharing options...
Silent Posted November 16, 2014 Share Posted November 16, 2014 (edited) [23:47:07] LINK 2012: f*ck this mod Edited November 16, 2014 by Silent Link2012, TJGM and RyanDri3957V 3 Link to comment Share on other sites More sharing options...
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