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Effects in the map


AkramlaeR
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Hello everyone. I'll get to the point. I'm making my own city to GTA San Andreas, and I'd like you to clear up me some doubts.


The first one, in my models made in SketchUp, when I put them in the game, they look, said in some way, "without effects", I mean, without default shadows, while the ones in the original GTA: SA game have that effects.





The second one is: in some models in GTA: SA, when it's raining, if CJ colocates under a bridge, for example, the rain will stop, but in my models, no matter if I put him under the roof of a house or inside a building, rain won't stop.


SA, when raining: https://imgur.com/OjLmloB

SA, under the bridge: https://imgur.com/Ps5ydVC

My map, when raining and under a house: https://imgur.com/pDw9gZv


The third one is, how to illuminate more some models than others? For example, when I want to make the night lights of a building, the lights' illumination is the same as when the building is in the day.


LS' US Bank Tower at night: https://imgur.com/uKLa1Ox

My map's Tower A at day: https://imgur.com/uucH9rX

My map's Tower A at night: https://imgur.com/mZbXNgI


And the fourth one, I know that LOD files are, said in some way, in "other plane", because, in the Map Editor are some options to load renderized or LOD models, and when I select the LOD option, the renderized models dissapears and appears the LOD ones. I don't know how to collocate them in that "plane", so how I made HQ LOD models to my map, I just put them in the same "plane" where is the renderized one. And I think this occasionates this.


Image and "explication": https://imgur.com/g0kGKFr


I will appreciate any help which could be given to me. Sorry for my english, and I hope I have explained well.

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Write with smaller carats, I was blind ...

 

a) You must make the "Prelight" map objects, day and night.

 

b) I would not know. It could be a Collision parameter, but how the shadow on the ground could only be managed by 3dsmax, in ZM2 there is not.

 

c) See a).

 

d) The LOD objects must handle them manually in the IPL file.
Normal map object string:
3361, cxref_woodstair, 0, 811, -2664, 0.2, 0, 0, 0.0871583, -0.996194, -1

 

LOD object string:
11048, LOD_sfs047, 0, 677, -2577, 7.7, 0, 0, 0, 1, -1

 

Normal map strings serie that have a LOD:
971, slxx, 0, 750, -2750, 1, 0, 0, 1, 1.32679e-06, 1
972, LODslxx, 0, 750, -2750, 1, 0, 0, 1, 1.32679e-06, -1
18631, sl03, 0, 758, -2865, 1.31, 1.3268e-06, 1.3268e-06, -1, -1.32679e-06, 3
18632, LODsl03, 0, 758, -2865, 1.31, 0, 0, 1, 1.32679e-06, -1
18633, sl01, 0, 758, -2865, 1.31, 1.3268e-06, 1.3268e-06, -1, -1.32679e-06, 5
18634, LODsl01, 0, 758, -2865, 1.31, 0, 0, 1, 1.32679e-06, -1
18635, sl00, 0, 758, -2865, 1.31, 1.3268e-06, 1.3268e-06, -1, -1.32679e-06, -1
969, sl02, 0, 758, -2865, 1.31, 1.3268e-06, 1.3268e-06, -1, -1.32679e-06, 8
970, LODsl02, 0, 758, -2865, 1.31, 0, 0, 1, 1.32679e-06, -1

 

The last parameter indicates where the corresponding LOD string is in the IPL file.
(The sequence starts from the number of records 0).

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Rain free zones must be done by data\maps\cull.ipl

About nightlight objects:
The ide files have a section for timecycled objects:

tobjend


Example: the Vrock hotel in vegas becomes neo light between 21 and 5 o'clock

VegasN.ide:

tobj7097, vrockneon, vgnvrock, 500, 2097292, 21, 5end
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