Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!   (85,371 visits to this link)

    2. News

    1. GTA Online

      1. Find Lobbies & Players
      2. Guides & Strategies
      3. Vehicles
      4. Content Creator
      5. Help & Support
    2. Crews

      1. Events
      2. Recruitment
    1. Grand Theft Auto Series

    2. GTA Next

    3. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    4. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    5. GTA Chinatown Wars

    6. GTA Vice City Stories

    7. GTA Liberty City Stories

    8. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    9. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    12. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption 2

    2. Red Dead Redemption

    3. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Forum Support

    2. Site Suggestions

nWo51289

[REL|SA] SA_LODless

Recommended Posts

nWo51289

QQwEqWt.jpg

 

What is this?

SA LODless is a modification that removes all of the LODs from SA and also increase draw distances for all of the HQ models in game. This is achieved by transferring HQ models from Binary IPLs for every sector of the map and transfer the IPL lines to its IPL counterpart and then deleting the LOD lines. Binary IPLs used by main.scm & interiors are left intact. This modification is compatible with the default main.scm, SAMP and numerous different cleo scripts, map mods etc. I cannot promise that every mod will be compatible, as long as the mod does not use LODs for any reason, then it should be compatible with SA LODless.

 

What is the difference between this & .LOD Mod by -BLITZ-?

.LOD Mod replaces the Lods with its HQ counterparts while LODless simply just deletes them from the IPLs.

 

Do I need any additional plugins to make this work?

 

- You will need Fastman92 Limit Adjuster & SALodLights.asi from Project2DFX

- Open fastman92limitAdjuster_GTASA.ini and SALodLights.ini and make the following amendments:

 

 

fastman92limitAdjuster_GTASA.ini

 

 

 

[DYNAMIC LIMITS]; rwObjectInstances (1000)rwObjectInstances = 2000; Matrices (900)Matrices = 1800; PtrNode Singles (70000)PtrNode Singles = 140000; PtrNode Doubles (3200)PtrNode Doubles = 6400[iPL]; IPL : inst section, buildings (13000)Buildings = 26000; IPL: inst section, dummies (2500)Dummies = 5000[MAP LIMITS]; World sector size (50)World sector size = 3000[sTREAMING]; Memory available, in MB unit (megabytes), default value 50Memory available = 1000[RENDERER LIMITS]; Invisible entity pointers (150)Invisible entity pointers = 300; Visible entity pointers (1000)Visible entity pointers = 2000

 

SALodLights.ini

 

 

[iDETweaker]TimedObjectsDrawDistance = 1500.0   // All values below 10.0 will be used as a multiplier, otherwise as a draw distance.NeonsDrawDistance = 2000.0LODObjectsDrawDistance = 2000.0GenericObjectsDrawDistance = 800.0AllNormalObjectsDrawDistance = 1500.0VegetationDrawDistance = 800.0LoadAllBinaryIPLs = 1PreloadLODs = 0

Are there any bugs?

- While loading the game, when the loading bar reaches the end there will be a few seconds of waiting before entering in game. This will take longer if you have texture mods installed.

- When entering a interior and the game plays the animation of entering through the door, you won't see any buildings as LODs are by default loaded. Hopefully sorting this problem will be as simple as _DK's binthesky.cs script along with the problem above.

 

 

What's fixed since last version?

- Fixed missing texture in countryW.ide

- Fixed slow loading of models

 

How do I install this?

- Extract the files in put_to_root_of_gta_sa to your game directory

- Double click on SA_LODless.bat and let it do its job! It will only transfer LODS to SAMPCOL.img for compatibility with SAMP if the SAMP folder exists

- Done!

 

- NOTE: You need to install this on a clean copy of GTA SA!

 

Can I install this using Modloader?

Yes!

- Create a folder in Modloader and copy gta3.img from your models folder to the newly created folder for this mod

- Follow the steps above

 

Screenshots

GTA_%20San%20Andreas%2023_09_2017%2014_0

GTA_%20San%20Andreas%2023_09_2017%2013_5

GTA_%20San%20Andreas%2023_09_2017%2013_5

GTA_%20San%20Andreas%2023_09_2017%2014_3

GTA_%20San%20Andreas%2023_09_2017%2014_3

 

LODless 1.1.6 + SRT 1.7

gallery11.jpg?raw=1

gallery24.jpg?raw=1

gallery34.jpg?raw=1

GTA_%20San%20Andreas%2023_09_2017%2013_3

 

Why release this?

With IDE_tweaker you can theoretically 'hide' lods from view, which makes them useless and taking up unnecessary IDs and space in gta3.img.

 

 

Is this version as buggy as the last one? Why has it taken so long for new version?

Majority of freezing/crashing has been fixed as well as the slow loading of models. It's taken this long because.... I've been busy with life and had no time for this :)

 

 

Credits

UZI-I - Binary IPL Manager

ThirteenAG & Link2012 - Project2DFX

_DK - binthesky

fastman92 - fastman92 IMG Console & fastman92 Limit Adjuster

Igor Pavlov - 7zip

 

Download

https://www.dropbox.com/s/f2w68ntjj5nmcwy/SA_LODless%201.1.6.zip?dl=0

 

You may modify, re-release, pretty much do whatever you want with this mod without my permission. All I ask is for you to mention me in your credits. If not, oh well not a big deal :)

Edited by nWo51289

Share this post


Link to post
Share on other sites
HeresOtis

Increase or decrease performance?

Share this post


Link to post
Share on other sites
nWo51289

For me not much difference, if someone can't run SA barely on low settings I would kindly suggest to stay away....

Share this post


Link to post
Share on other sites
BMWSauberF1.08

Nice mod

Edited by Aztecas_5

Share this post


Link to post
Share on other sites
Reyks

The file is private. Or is it just on my side?

 

Also can you make this compatible with format:c's map fixes?

Share this post


Link to post
Share on other sites
BMWSauberF1.08

Unlikely,because this mod replaces every map ipl

So format c must rewrite the ipls

Edited by Aztecas_5

Share this post


Link to post
Share on other sites
Ezekiel

, if someone can't run SA barely on low settings I would kindly suggest to stay away....

oh...Why did you say that...I thought I can enjoy Till I get in the game and see it by myself...
kidding!

smiley-signs138.gif

Share this post


Link to post
Share on other sites
Gramps

Nice work nWo !

 

Has anything changed since the version you uploaded to Dropbox months ago?

 

@EDIT:

Get on Skype egg.

Edited by Methical

Share this post


Link to post
Share on other sites
El Dorado

I'll test it and see if a can make a compatibility for my fixes

 

(ONCE I understand how this works)

 

EDIT - File is set to private here.

Edited by format c:

Share this post


Link to post
Share on other sites
Reyks

@Up

 

Nice, can you do the same for BLITZ .LOD mod when you have time ofc?

Share this post


Link to post
Share on other sites
El Dorado

Don't want to subjugate neither BLITZ or nWo work, but actually... there is a alternative with the new limit_adjuster_gta3vcsa and ide_dd_tweaker, and it's better IMO, you don't touch any files... it's just a plugin and the result it's pretty much the same, and without bugs

 

Here's my settings

 

 

For limit adjuster


; See explanation of limits at the end of the file

[sALIMITS]
PtrNodeSingle = 70000
PtrNodeDouble = 9200
EntryInfoNode = 500
Peds = 140
Vehicles = 110
Buildings = 15000
Objects = 3500
Dummys = 9500
ColModel = 10500
Task = 500
Event = 200
PointRoute = 64
PatrolRoute = 32
NodeRoute = 64
TaskAllocator = 16
PedIntelligence = 140
PedAttractors = 64
MatrixList = 90000
OutsideWorldWaterBlocks = 500
AlphaEntityList = 15000
InVisibleEntityPtrs = 5000
VisibleEntityPtrs = 5000
StreamingObjectInstancesList = 20000
TimeModels = 1500

[VCLIMITS]
PtrNode = 300000
EntryInfoNode = 3200
Peds = 140
Vehicles = 110
Buildings = 300000
Treadables = 1
Objects = 3500
Dummys = 9500
AudioScriptObj = 192
ColModel = 10500
AlphaEntityList = 1250
InVisibleEntityPtrs = 5000
VisibleEntityPtrs = 5000
TimeModels = 1500

[GTA3LIMITS]
PtrNode = 90000
EntryInfoNode = 25400
Peds = 140
Vehicles = 110
Buildings = 35500
Objects = 9500
Dummys = 22802
AlphaEntityList = 1250
InVisibleEntityPtrs = 5000
VisibleEntityPtrs = 5000
TimeModels = 1500

[OPTIONS]
DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx)

;
;
; ### Buildings
; Buildings on the building pool
; Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object)
;
; ### Peds
; Peds on the peds pool
; Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created
;
; ### Vehicles
; Vehicles on the vehicles pool
; Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created
;
; ### Objects
; Dynamic objects (i.e. registed in objects.dat) near/visible to the player
; See also: Dummys
;
; ### Dummys
; Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world
; Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects)
;
; This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns
; the actual dynamic stuff (which uses more memory) when necessary, that's, when near it.
;
; ### ColModel
; Collision models loaded at once
; Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels.
;
; ### PtrNodeSingle
; Nodes for the pool of singly linked lists
; Directly related to the amount of entities spawned in the world and values stored in quad trees.
;
; ### PtrNodeDouble
; Nodes for the pool of double linked lists
; Directly related to the amount of entities spawned in the world
;
; ### PtrNode
; Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble)
;
; ### EntryInfoNode
; Directly related to the amount of collidable entities spawned in the world
;
; ### Task
; Running pedestrian tasks around the world
;
; ### Event
; Events notification around the world (vehicles collided, etc)
;
; ### PointRoute
; Related to AI routes (see scm command 05D7)
;
; ### PatrolRoute
; Related to AI patrol routes (see scm command 0755)
;
; ### NodeRoute
; Related to dynamic AI routes to go somewhere (for example, the command 05F5)
;
; ### TaskAllocator
; Allocator of tasks to organized group of peds
;
; ### PedIntelligence
; Ped AI instances
; **MUST** be the same value as Peds
;
; ### PedAttractors
; ?
;
; ### Treadables
; Animated buildings?
;
; ### AudioScriptObj
; Script sounds (see scm command 018D)
;
;
; ### MatrixList
; Pool of transformation matrices, directly related to the amount of stuff in the world
;
; ### AlphaEntityList
; ?
;
; ### InVisibleEntityPtrs
; ?
;
; ### VisibleEntityPtrs
; ?
;
; ### OutsideWorldWaterBlocks
; Amount of blocks outside the world boundaries to be rendered
; Fixes water flickering outside world bondaries
;
; ### StreamingObjectInstancesList
; List of streamed in entities RwObjects (dff models)
; Fixes buildings flickering when seeing too many of them
;
; ### TimeModels
; Maximum amount of timed object entries (http://www.gtamodding.com/index.php?title=TOBJ)
;


And ide tweaker

[MAIN]
enable=1
patch_tobjs=1
patch_lods=1
patch_generic=0
patch_all_normal=1 //do not use at the same time with patch_generic=1

[TOBJS]
tobjs_draw_distance_multiplier = 2.0

[LODS]
lods_draw_distance_multiplier = 0.0
lods_new_draw_distance = 1185.0 //if multiplier is set, this value will be ignored

[OBJS]
max_draw_distance_for_normal_objects = 850.0 // it's better not to touch it at all
generic_new_draw_distance = 850.0
normal_new_draw_distance = 850.0

 

Share this post


Link to post
Share on other sites
Gramps

EDIT - File is set to private here.

Not for me it isn't.

Maybe Try again.

Share this post


Link to post
Share on other sites
Fantomax

OMG! I've been searching for this for months! Thanks

Share this post


Link to post
Share on other sites
Savidge

Brilliant mod, thanks for making this. :^:

Share this post


Link to post
Share on other sites
Reyks

Don't want to subjugate neither BLITZ or nWo work, but actually... there is a alternative with the new limit_adjuster_gta3vcsa and ide_dd_tweaker, and it's better IMO, you don't touch any files... it's just a plugin and the result it's pretty much the same, and without bugs

Doesn't work for me, this doesn't prevents LODs from appearing at all. The game keeps switching between lod and normal models constantly.

Edited by StrafeBolt

Share this post


Link to post
Share on other sites
Gramps

Whats the difference between this ? And the Trilogy Core on the Dropbox?

 

I'm getting a crash @ 60%(ish) of the load screen.

 

Clean game. Installed CLEO. Copied over your files. Ran the .bat. Installed IDE_DD_Tweaker and used your lines posted above.

 

I've probably done something wrong. I've used your Trilogy Core multiple times without problems.

Share this post


Link to post
Share on other sites
nWo51289

@Methical - Scheiße! Sorry, I forgot you also need limit_adjuster_gta3vcsa.asi installed as this mod needs 'MatrixList' to stop the game from crashing. Difference was the Trilogy version had IDs rearranged and deleted mission binary ipls which made it less compatible with the default main.scm and other mods. This one keeps the same default ID layout as well as Lod entries in the IDEs (but you can delete the Lod entries if you want)

@format c: - True about that, but when I was playing SA with -BLITZ-'s .LOD mod was wondering why we need LODs anymore especially as PCs are getting more powerful these days. With IDE_DD_Tweaker you can stop LODs from appearing, which makes having LODs a bit of a waste.

@StrafeBolt - Winmerge can help you out if you want to combine mods by finding differences between two or more ipls

Edited by nWo51289

Share this post


Link to post
Share on other sites
Fantomax

So, i can install 2DFX set to get limit adjuster and tweaker?

Share this post


Link to post
Share on other sites
nWo51289

@alayanrole - Yes

Share this post


Link to post
Share on other sites
Gramps

Still crashing for me.. Get on Skype.

Share this post


Link to post
Share on other sites
Shin_Kisaragi7

I've been waiting for this :lol:

Does it compatible with SRt3 and PO ?

Share this post


Link to post
Share on other sites
Savidge

I'm having the same problem as Methical. It just crashes at about 60% of the loading bar.

Share this post


Link to post
Share on other sites
nWo51289

@Shin_Kisaragi7 - Yes it is.

@Methical & @SergeantSavidge - What error does the game give you? The only way I can make the game crash at 60% is if the limit adjuster is not installed, or fastman92's IMGConsole doesn't delete the files from gta3.img. Download the errordump.asi from here and post the error log.

Share this post


Link to post
Share on other sites
Savidge

@Download the errordump.asi from here and post the error log.

Whenever I go to that link I get this jumbled up text:

 

(...) ;(;a;w;░;╘;⌡<╢<м<Ф<Ъ<=.=D=Z=p=├= =Ё=и=ъ=У=>!>?>E>L>у>Р>$?+?6?p?ё?©?О?0t0F0T0\0x0┴0≥0╜0╩0ц0ъ0К0П061I1x1└1░1°1х1л1п1т1ь1э1Ю1x2|2─2└2┬2▄2P6Ё6д6Х6Т6<7B7H7N7T7Z7`7&949ё;Ю;X>И>K?R?t?{[email protected]╓00╚0╤3Б3Х34>4D4S4Ь40555?5s5▀5⌠5°5у5 666*6╣6я6И6<7i78B8w8╦8З8L99║9у9%:G:j:÷:б:┘;▄;≤;й;у;<T<┬<√<!=*=y=┘=║=╖=╢=╩=ю=ь=Ц=И=Р=В=>">+>4>A>O>p>ъ>Й>%?]?▒?°?PD0$0D0J0Q0g0m0t0┌0┬0╣1╪1≤2═2╣2ю2e45&5L5╛5╩5ж5К8А9u;╦;Д;<И=`хA0E0I0M0Q0U0Y0]0l3│3a4k4x4П4Ж4555 [email protected]}5┐5Д5К5616d6{6m7s7y77┘7▀7▓7≥7═7╖7╝7╣7╪7д7л7т7Ю7И7Н7Т7Ч7888#83888>8D8Z8a8■9≥9╤9╪9н9:@:J:b:╡:Д:;О<[email protected]=▐=Ъ=o>u>▐>·>╚>╥>г>н>щ>И>Ж>?X?f?┐?█?Ё?Ж?px00>0|0▒0╝0B12$2<2W2╝2^3p3у5,7R7X7┌7г7н7Ц7*848_8w8∙8╧8И8Ш8)9L9R9Ь9:=:c: <3<R<q<л<≥=╩=ф=Э=>6>G>T>[>k>}>┌>5?A?─ьL0202S2w2°3п[email protected] (...)

 

Share this post


Link to post
Share on other sites
MrMateczko

Use a different browser, the same thing happens in Firefox, but it works fine under IE11.

About the mod, will test it soon!

Edited by MrMateczko

Share this post


Link to post
Share on other sites
Savidge

Use a different browser, the same thing happens in Firefox, but it works fine under IE11.

About the mod, will test it soon!

ah, okay. I was using Firefox. I'll try it using IE. :D

Share this post


Link to post
Share on other sites
Savidge

@SergeantSavidge

Try this link: -link-

thanks Az but I just got it from using a different browser, lol.

idk why that happened.

EDIT: this is what I get upon crashing

RE3xEJ5.png

Edited by SergeantSavidge

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.