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BMWSauberF1.08

[WIP|SA] GTA San Andreas Map Fixes

Recommended Posts

Marsi4eg

Earlier today I've decided to test it myself and actually I've got the same results

I will post them too, because I really planned this, so..

 

There's really a difference in ide flags between pc and ps2 versions of these objects. I've looked only for the ids 16448 and 16370.

 

Wooden poles:

ps2:

12128, des_nt_buntpoles01, des_ntown, 150, 132

pc:

16448, des_nt_buntpoles01, des_ntown, 150, 196

 

196-132=64

pc extra flag is 64

64 flag definition says:

Disables the shadow mesh to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object.

 

 

 

4e1f6fcb5811t.jpg

 

393fd5ac9091t.jpg

 

 

Fuel fence:

ps2:

12050, by_fuelfence, des_boneyard, 140, 2097156

pc:

16370, by_fuelfence, des_boneyard, 140, 2097220

 

2097220-2097156=64

pc extra flag is also 64

 

 

e5d45967d010t.jpg

 

36a35c60246at.jpg

 

 

 

Mugetsuga

thank you for finding info about some other objects with the same ide flag problem.

Edited by Marsi4eg

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ernestin1

there are some highway signs near woozie's casino without any letters, should i upload a pic or you have seen it mates?

 

 

EDIT: Which files i must NOT add if i want the fixes + pc LS Map ( with crates, car wrecks, etc?)

Edited by ernestin1

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Marsi4eg

Was this ever fixed? A shadow under the Gant Brigde

 

3d3c8bafffa6t.jpg

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Vishmak

Great Work but Grove Street looks too empty.!

Edited by Vishmak

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Username.gta

Hi everyone.

 

Hope no one minds me bumping this thread too much, but couldn't find a more appropriate thread posted at a better date.

 

Right, two bugs in my game, not sure if they are in game bugs or whether caused by another mod. The first one is pretty basic problem relating to the ingame map, at the Binco in San Fierro there are two clothing icons overlapping each other. I edited one of the files so that the icons appear like in the PS2 version rather than with the PC version compression, although this also occurs in a clean copy of the game. Not the easiest thing to explain but the image posted below shows in good detail.

 

 

 

8r6vn1v.png

 

 

 

The second issue is more related to this thread, it seems incredibly obvious but I have scanned the thread and haven't found anyone else discuss this issue. I did see one post in a thread from 2007 talk about the issue in question. Basically, there are a clump of bushes in mid air above Flint County. Once again, there are some images posted below which demonstrate the issue.

 

 

 

Pu6V5AD.png

 

byShKBC.png

 

YskdzCo.png

 

 

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Marsi4eg

I was talking about those bushes in Project 2dfx topic, they're just not visible in vanilla game because of zero draw distance ide value, as I remember - Project 2dfx overrides all these ide settings with its own. We discussed there that Project 2dfx should not override draw distance for all objects that have set it to 0 in ide files but still no new version of Project 2dfx and no any news will this be ever fixed or no.

 

Of cource you can find those bushes and just remove them from ipl but if I clearly remember - it's a binary ipl, so no chances

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TWIST_OF_HATE

Guys, do anyone know what the hell happened with Aztecas_5/JohnnyK/BMWSauberF1.08 ?

Dude just stopped any movement in this thread and lost or so ...

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Danibug

Hey men , wheres the link for the fix of the building in San fierro?

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Danibug

sorry for multi-post

Edited by Danibug

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Danibug

 

E0gqTxc.jpghmjSXpX.jpg

 

 

fix pls :( i really appreciate

Edited by Danibug

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Danibug

thanks!! :D

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LaDiDa

Because R* left them like that.

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GTAshnik177
Posted (edited)

Bug or feature?

 

vQKpowr.png

 

Edited by GTAshnik177

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LaDiDa

R* Visiontm

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Marsi4eg
Posted (edited)

Earlier today I've decided to test it myself and actually I've got the same results

I will post them too, because I really planned this, so..

 

There's really a difference in ide flags between pc and ps2 versions of these objects. I've looked only for the ids 16448 and 16370.

 

Wooden poles:

ps2:

12128, des_nt_buntpoles01, des_ntown, 150, 132

pc:

16448, des_nt_buntpoles01, des_ntown, 150, 196

 

196-132=64

pc extra flag is 64

64 flag definition says:

Disables the shadow mesh to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object.

 

 

 

4e1f6fcb5811t.jpg

 

393fd5ac9091t.jpg

 

 

Fuel fence:

ps2:

12050, by_fuelfence, des_boneyard, 140, 2097156

pc:

16370, by_fuelfence, des_boneyard, 140, 2097220

 

2097220-2097156=64

pc extra flag is also 64

 

 

e5d45967d010t.jpg

 

36a35c60246at.jpg

 

 

 

Mugetsuga

thank you for finding info about some other objects with the same ide flag problem.

There are more and more objects like that, and only in that part of map! I even didn't ever noticed them!

 

 

c59d39ec0555t.jpg

 

96c20a0bac5et.jpg

 

 

Here's fixed countn2.ide file with removed extra '64' flag that caused transparency glitches on ALL (I hope so) affected objects:

https://drive.google.com/open?id=1cnVF3MQSVaaCtq3Zq_9lK-XefCo0Fgg5

Edited by Marsi4eg

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Inadequate

There are more and more objects like that, and only in that part of map!

That proves how rushed (or bad made) the PC port is, especially that part of the map.

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DK22Pac
Posted (edited)

64 is a flag for disabling z-buffer write.

When I did a research about IDE flags, I've made a tool for scanning all IDE files and sorting objects by their flags.

 

https://drive.google.com/uc?export=download&id=1QYm-N7HKGuLTrgEDdgANuz5diEJ9tdSz

 

For more details, see https://www.gtamodding.com/wiki/Item_Definition#IDE_Flags

Edited by DK22Pac

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gts.

 

 

Earlier today I've decided to test it myself and actually I've got the same results

I will post them too, because I really planned this, so..

 

There's really a difference in ide flags between pc and ps2 versions of these objects. I've looked only for the ids 16448 and 16370.

 

Wooden poles:

ps2:

12128, des_nt_buntpoles01, des_ntown, 150, 132

pc:

16448, des_nt_buntpoles01, des_ntown, 150, 196

 

196-132=64

pc extra flag is 64

64 flag definition says:

Disables the shadow mesh to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object.

 

 

 

4e1f6fcb5811t.jpg

 

393fd5ac9091t.jpg

 

 

Fuel fence:

ps2:

12050, by_fuelfence, des_boneyard, 140, 2097156

pc:

16370, by_fuelfence, des_boneyard, 140, 2097220

 

2097220-2097156=64

pc extra flag is also 64

 

 

e5d45967d010t.jpg

 

36a35c60246at.jpg

 

 

 

Mugetsuga

thank you for finding info about some other objects with the same ide flag problem.

There are more and more objects like that, and only in that part of map! I even didn't ever noticed them!

 

 

c59d39ec0555t.jpg

 

96c20a0bac5et.jpg

 

 

 

Here's fixed countn2.ide file with removed extra '64' flag that caused transparency glitches on ALL (I hope so) affected objects:

https://drive.google.com/open?id=1cnVF3MQSVaaCtq3Zq_9lK-XefCo0Fgg5

How lazy R* was with the PC port of SA? Damn.

 

Anyway, is a must have fix. Now about IDE stuff and such, is it possible to fix all IDEs to show the light reflections in rainy weather on all roads into the map? Is just like that annoying alpha things, some reflective surfaces work and other don't.

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gts.
Posted (edited)

I saw that a time ago, and it seems that doesn't work in the roads near Verdant Meadows. I need to retest it, maybe something was overwriting it in modloader.

 

EDIT:

Just tested it, and yeah... it seems to don't work in whole Tierra Robada.

Edited by gts.

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The Hero
Posted (edited)

Flag 64 was implemented in GTA for the PC port. They had to implement it in PC III to render train and tree shadows on PC. I don't think it's ever needed on the PS2 because it has a superior alpha test. In SkyGFX I emulate that alpha test by rendering the geometry in two passes. It disables z-write and alpha test. Disabling the alpha test makes the shadow/dirt on ground geometry visible because its alphas are normally below the alpha threshold. But without disabling z-write they would look like sh*t so that's needed too. Of course that will make other objects look weird, collateral damage.

Edited by The Hero

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Inadequate
Posted (edited)

EDIT:

Removed. I misunderstood. :D

Edited by Inadequate

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The Hero

What?

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Marsi4eg

Stupid lamppost, every car in traffic hits it and gets damage:

 

5f06de01921ct.jpg

8fea6b9d3ef5t.jpg

cc23614243d5t.jpg

 

Special bug "available" only if you use Project 2DFX:

 

58a1f280988at.jpg

a9eadfc2f200t.jpg

 

Fixed both. Lamppost and flying plants just removed

 

2a4f13fb3b9at.jpg

3a599f092817t.jpg

 

Import those ipl files into your gta3.img (they're binary)

https://drive.google.com/open?id=1YFCzGXYPA_dhuYOeEC_hzqVbA62iDWoN

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gts.

Stupid lamppost, every car in traffic hits it and gets damage:

 

 

5f06de01921ct.jpg

 

8fea6b9d3ef5t.jpg

 

cc23614243d5t.jpg

 

 

 

Special bug "available" only if you use Project 2DFX:

 

 

58a1f280988at.jpg

 

a9eadfc2f200t.jpg

 

 

 

Fixed both. Lamppost and flying plants just removed

 

 

2a4f13fb3b9at.jpg

 

3a599f092817t.jpg

 

 

Import those ipl files into your gta3.img (they're binary)

https://drive.google.com/open?id=1YFCzGXYPA_dhuYOeEC_hzqVbA62iDWoN

The lamppost fix is good, but any chance of just move it a little bit instead of remove it completely?

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Marsi4eg
Posted (edited)

The lamppost fix is good, but any chance of just move it a little bit instead of remove it completely?

I've tried to find a better place for it, but it looks really bad. R* placed lampposts staggered and moving only that one breaks all visuals. But it's not so noticable if it's just removed, there's another one next turn. Edited by Marsi4eg

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