nWo51289 Posted September 2, 2014 Share Posted September 2, 2014 (edited) 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. Spoiler - 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! - Download the latest versions of Fastman92 Limit Adjuster & SALodLights.asi from Project2DFX - Open fastman92limitAdjuster_GTASA.ini and SALodLights.ini and make the following amendments: fastman92limitAdjuster_GTASA.ini Spoiler [DYNAMIC LIMITS] ; ColModels (10150) ColModels = 140000 ; VehicleStructs (50) ; Max number of vehicles with different IDs loaded. VehicleStructs = 140000 ; rwObjectInstances (1000) rwObjectInstances = 30000 ; Matrices (900) Matrices = 140000 ; PtrNode Singles (70000) PtrNode Singles = 140000 ; PtrNode Doubles (3200) PtrNode Doubles = 140000 ; EntryInfoNodes (500) EntryInfoNodes = 140000 ; Peds (140) Peds = 280 ; Vehicles (110) Vehicles = 220 ; Objects (350) Objects = 10000 ; Tasks (500) Tasks = 1000 ; Events (200) Events = 400 ; PointRoute (32) PointRoute = 64 ; PatrolRoute (32) PatrolRoute = 64 ; NodeRoute (64) NodeRoute = 128 ; TaskAllocator (16) TaskAllocator = 32 ; PedIntelligence (140) PedIntelligence = 280 ; PedAttractors (64) PedAttractors = 128 [IPL] ; IPL : inst section, buildings (13000) Buildings = 140000 ; IPL: inst section, dummies (2500) Dummies = 140000 ; IPL: entity index array (40) Entity index array = 140000 [STREAMING] ; Memory available, in MB unit (megabytes), default value 50 Memory available = 1024 [RENDERER LIMITS] ; Invisible entity pointers (150) Invisible entity pointers = 900000 ; Visible super LOD pointers (50) Visible super LOD pointers = 900000 ; Visible LOD pointers (1000) Visible LOD pointers = 900000 ; Visible entity pointers (1000) Visible entity pointers = 900000 [VISIBILITY LIMITS] ; Alpha list limit (20) Alpha list limit = 900000 ; Alpha boat atomic list limit (20) Alpha boat atomic list limit = 900000 ; Alpha entity list limit (200) Alpha entity list limit = 900000 ; Alpha underwater entity list limit (100) Alpha underwater entity list limit = 900000 ; Alpha really draw last list limit (50) Alpha really draw last list limit = 900000 [SCM LIMITS] ; Used object array (395) Max number of used objects = 140000 [OTHER LIMITS] ; References (3000) References = 140000 SALodLights.ini Spoiler [DrawDistanceChanger] Enable = 1 MinDrawDistanceOnTheGround = 600.0 Factor1 = 8.0 Factor2 = 3.0 StaticSunSize = 20.0 [IDETweaker] TimedObjectsDrawDistance = 1000.0 // All values below 10.0 will be used as a multiplier, otherwise as a draw distance. NeonsDrawDistance = 1000.0 LODObjectsDrawDistance = 0.0 GenericObjectsDrawDistance = 100.0 AllNormalObjectsDrawDistance = 1000.0 VegetationDrawDistance = 100.0 LoadAllBinaryIPLs = 1 PreloadLODs = 0 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 - 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. This is because the game is preloading the map before you spawn. - 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 is the difference between SA_LODless & .LOD Mod by @BLlTZ? .LOD Mod replaces LODs with their HQ counterparts while LODless simply just removes them Why do we need this when we already have SALodLights by @ThirteenAG? SALodLights hides the LODs from view which makes them useless and taking up useless space & IDs What is 'LoadMap.cs'? LoadMap is a cleo script which includes the binthesky fix by @DK22Pac, increases ped/vehicle LOD distances & preloads the map before you spawn. If you want more control over these, download LoadWholeMap & MixSets by @Junior_Djjr SA_LODless 1.1.8 changelog Other Downloads SA_LODless 1.1.7b changelog (SA_LODless 1.1.7 combined with Things To Do In SA Version 1.5.1) @ThirteenAG & @LINK/2012 - Project2DFX @DK22Pac - binthesky @fastman92 - fastman92 IMG Console, fastman92 Limit Adjuster & fastman92 processor Igor Pavlov - 7zip 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 July 11, 2021 by nWo51289 TJGM, Testeuros, fastman92 and 37 others 40 Link to comment Share on other sites More sharing options...
HeresOtis Posted September 2, 2014 Share Posted September 2, 2014 Increase or decrease performance? Link to comment Share on other sites More sharing options...
nWo51289 Posted September 2, 2014 Author Share Posted September 2, 2014 For me not much difference, if someone can't run SA barely on low settings I would kindly suggest to stay away.... BS_BlackScout 1 Link to comment Share on other sites More sharing options...
BMWSauberF1.08 Posted September 2, 2014 Share Posted September 2, 2014 (edited) Nice mod Edited September 2, 2014 by Aztecas_5 Link to comment Share on other sites More sharing options...
Reyks Posted September 2, 2014 Share Posted September 2, 2014 The file is private. Or is it just on my side? Also can you make this compatible with format:c's map fixes? Link to comment Share on other sites More sharing options...
BMWSauberF1.08 Posted September 2, 2014 Share Posted September 2, 2014 (edited) Unlikely,because this mod replaces every map ipl So format c must rewrite the ipls Edited September 2, 2014 by Aztecas_5 Link to comment Share on other sites More sharing options...
Ezekiel Posted September 2, 2014 Share Posted September 2, 2014 , 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! Link to comment Share on other sites More sharing options...
Gramps Posted September 2, 2014 Share Posted September 2, 2014 (edited) Nice work nWo ! Has anything changed since the version you uploaded to Dropbox months ago? @EDIT: Get on Skype egg. Edited September 2, 2014 by Methical Link to comment Share on other sites More sharing options...
El Dorado Posted September 2, 2014 Share Posted September 2, 2014 (edited) 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 September 2, 2014 by format c: Reyks 1 Link to comment Share on other sites More sharing options...
Reyks Posted September 2, 2014 Share Posted September 2, 2014 @Up Nice, can you do the same for BLITZ .LOD mod when you have time ofc? Link to comment Share on other sites More sharing options...
El Dorado Posted September 2, 2014 Share Posted September 2, 2014 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 = 70000PtrNodeDouble = 9200EntryInfoNode = 500Peds = 140Vehicles = 110Buildings = 15000Objects = 3500Dummys = 9500ColModel = 10500Task = 500Event = 200PointRoute = 64PatrolRoute = 32NodeRoute = 64TaskAllocator = 16PedIntelligence = 140PedAttractors = 64MatrixList = 90000OutsideWorldWaterBlocks = 500AlphaEntityList = 15000InVisibleEntityPtrs = 5000VisibleEntityPtrs = 5000StreamingObjectInstancesList = 20000TimeModels = 1500[VCLIMITS]PtrNode = 300000EntryInfoNode = 3200Peds = 140Vehicles = 110Buildings = 300000Treadables = 1Objects = 3500Dummys = 9500AudioScriptObj = 192ColModel = 10500AlphaEntityList = 1250InVisibleEntityPtrs = 5000VisibleEntityPtrs = 5000TimeModels = 1500[GTA3LIMITS]PtrNode = 90000EntryInfoNode = 25400Peds = 140Vehicles = 110Buildings = 35500Objects = 9500Dummys = 22802AlphaEntityList = 1250InVisibleEntityPtrs = 5000VisibleEntityPtrs = 5000TimeModels = 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=1patch_tobjs=1patch_lods=1patch_generic=0patch_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 = 0.0lods_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 allgeneric_new_draw_distance = 850.0normal_new_draw_distance = 850.0 Link to comment Share on other sites More sharing options...
Gramps Posted September 2, 2014 Share Posted September 2, 2014 EDIT - File is set to private here. Not for me it isn't. Maybe Try again. Link to comment Share on other sites More sharing options...
Fantomax Posted September 2, 2014 Share Posted September 2, 2014 OMG! I've been searching for this for months! Thanks Link to comment Share on other sites More sharing options...
savidge Posted September 2, 2014 Share Posted September 2, 2014 Brilliant mod, thanks for making this. Link to comment Share on other sites More sharing options...
Reyks Posted September 2, 2014 Share Posted September 2, 2014 (edited) 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 September 2, 2014 by StrafeBolt Fantomax 1 Link to comment Share on other sites More sharing options...
Gramps Posted September 3, 2014 Share Posted September 3, 2014 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. BS_BlackScout 1 Link to comment Share on other sites More sharing options...
nWo51289 Posted September 3, 2014 Author Share Posted September 3, 2014 (edited) @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 September 3, 2014 by nWo51289 Link to comment Share on other sites More sharing options...
Fantomax Posted September 3, 2014 Share Posted September 3, 2014 So, i can install 2DFX set to get limit adjuster and tweaker? Link to comment Share on other sites More sharing options...
nWo51289 Posted September 3, 2014 Author Share Posted September 3, 2014 @alayanrole - Yes Link to comment Share on other sites More sharing options...
Gramps Posted September 3, 2014 Share Posted September 3, 2014 Still crashing for me.. Get on Skype. Link to comment Share on other sites More sharing options...
Shin_Kisaragi7 Posted September 3, 2014 Share Posted September 3, 2014 I've been waiting for this Does it compatible with SRt3 and PO ? Link to comment Share on other sites More sharing options...
savidge Posted September 3, 2014 Share Posted September 3, 2014 I'm having the same problem as Methical. It just crashes at about 60% of the loading bar. Snoops27 and BS_BlackScout 2 Link to comment Share on other sites More sharing options...
nWo51289 Posted September 3, 2014 Author Share Posted September 3, 2014 @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. Link to comment Share on other sites More sharing options...
savidge Posted September 3, 2014 Share Posted September 3, 2014 @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] (...) Link to comment Share on other sites More sharing options...
nWo51289 Posted September 3, 2014 Author Share Posted September 3, 2014 https://dl.dropbox.com/u/46693209/_CrashDump.asi Link to comment Share on other sites More sharing options...
savidge Posted September 3, 2014 Share Posted September 3, 2014 https://dl.dropbox.com/u/46693209/_CrashDump.asi same thing happens. Link to comment Share on other sites More sharing options...
MrMateczko Posted September 3, 2014 Share Posted September 3, 2014 (edited) Use a different browser, the same thing happens in Firefox, but it works fine under IE11. About the mod, will test it soon! Edited September 3, 2014 by MrMateczko Link to comment Share on other sites More sharing options...
savidge Posted September 3, 2014 Share Posted September 3, 2014 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. Link to comment Share on other sites More sharing options...
BMWSauberF1.08 Posted September 3, 2014 Share Posted September 3, 2014 @SergeantSavidge Try this link:http://www.mediafire.com/download/cmholr2810p05gp/_CrashDump.zip Link to comment Share on other sites More sharing options...
savidge Posted September 3, 2014 Share Posted September 3, 2014 (edited) @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 Edited September 3, 2014 by SergeantSavidge Xanthi and BS_BlackScout 2 Link to comment Share on other sites More sharing options...
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