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GTA San Andreas .LOD Mod Brings Quality in .LOD World
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-BLITZ-  |
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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* No Permission is granted to modify or change the content of these files for other sharing purposes together with other projects, total conversions, mod packs, only with the exception when the user will keep the changes that are done towards the mod, privately. Any other different releases of the original Mod on cloud hosting websites will be reported and removed eventually. * Don't come to me to make requests for permission, I'm not saying this twice.

* Author: BLITZ * Installer: Setup * Requirement: Standalone/CLEO 4 * Game Version: Works with all version. * Mod Total Size: 155MB * Mod Total Size on Disk: 160MB [Disk] * Total Files: 4356 file: - 4333 .DFF, 23 STREAM.IPL * Release Date: Released

* The mod changes the entire Level of Detail view in San Andreas, making all the objects that are very far away from the player having higher quality. For better understanding, you can actual write LOD/Level of Detail on Google.
* The new update is supported by a .ASI Map IDE/IPL/COL Limit Tool by made Ryosuke. Function-X- PM and gave me the tool, asking if what he got is actually doing something to the map limits. The tools was downloaded a long ago by Function-X- on Ryosuke Index Website before his website got shut down. The mod will include the Tool because there are no links left and nowere to download it. I never heard of this tool actually and I can't find any links. Don't make request on me for uploading somewhere because is not created by me, even with all the links being dead.

- You cannot play Lod Mod in MTA. Only with SA-MP works.
- DO NOT play with this version of Lod Mod with SRt3.
- No need to use SALA or StreamMemoryFix.asi anymore: memory512.cs was made by fastman92 and it does the same thing. [Read below for more]
- You will wonder why Lod Mod has so many files. Each object or file has his own Level of Detail: 4305[LOD]x2[the other half that are normal objects found in GTA3.IMG]= 8604 out of 16316 total files from GTA3.IMG
 - The mod doesn't lag with SRt3 and it will never give you such problems. Any four year old PC can handle them and mine is much older.
- Draw Distance Settings: Don't consider that if you install Lod Mod with SRt3, from now on you will have a better chance of playing the game with draw distance set OFF from options. Wrong! The game is still affected by any changes that are made from this settings, as everything you see around you will fade away much quicker, the further you get from them. So you should better set and let this option to max.
Go To: Options - Display Setup - Advanced - Draw Distance set to Max. Usually in the game is set to OFF.
- Why I haven't fixed Saint Mark's Bistro .lod [GTA III] ? From two motives:
* Project Oblivion uses most of those objects for its own trees, leaves, bushes, flowers, etc, though I can't do anything about this. * Other than Project Oblivion, each building is attached to more than one building like 10 altogether in 1. As the quality gets higher, more polygons/triangles will be used and the game has a very limited number of triangles free for one object. If I attach too many, the game crashes. - Works with Project Oblivion, however you still need to make some tweaks in your own GTA SA if you want to have both mods. The same goes for
any other map/mod you wish to add, based on .IDE and .IPL files. [Read Below For More Information]
- Objects that rotate or move: You may encounter unusual moments in the game while playing. There are few Signs that rotate or move into the game. VRock Hotel Sign, Candy Suxxx Sign, Avery Carrington Sign from Las Venturas or Burger Shot Shops around SA state.
* There is a problem with the game where normal & LOD for moving objects will stay both in the same world, reason that I never made LOD for this objects. Example: - "World's Largest Cock" in Desert will have two chicken heads instead of one, slightly different moving up in down from the other one, when you look at the model. * Just copy the name on Google if you don't understand to what I refer.

- Video Tutorial: Because these videos no longer correspond to the newest folder arrangement, the installment method still applies.
Part I : Installing SRt3 Part II : Installing .Lod Mod over Srt3 Part III : How to play both mods with SA-MP
http://www.youtube.com/watch?v=dTmb8BoLSIg&feature=relmfu http://www.youtube.com/watch?v=zq2CqyyhIks&feature=relmfu http://www.youtube.com/watch?v=Zbc53fTSVDk&feature=relmfu Or visit Moddb Video page: http://www.moddb.com/mods/srt3-mod/videos Instalation: ---------------- - If you have installed SRt3 - Open GTA3.IMG again, and use Rebuild Archive to compress GTA3.IMG to make enough space for Lod Mod.
It is possible that you have already done that, from the other Readme.txt - Draw Distance Files, folder [4305.DFF] - Open GTA3.IMG with IMG Manager and use BULK REPLACE function.
- Rebuild Archive for the second time.
- STREAM.IPL, folder - Open GTA3.IMG with IMG Manager and use BULK REPLACE function.
- Misc - New Objects, folder - Open GTA3.IMG with IMG Manager and use IMPORT function [Read below for more]
- maplimit.asi & maplimit.ini - Move them in the main dir of the game where gta_sa.exe can be found.
* If you want to play SA-MP, you have to move maplimit.ini into another folder or rename it, otherwise the game will crash or the servers will not connect. * When you don't want play SA-MP anymore you have to move it again in main/dir [gta_sa.exe] and rename it again as maplimit.ini. * I can't do anything about this cause I didn't made this tool, Ryosuke did. You have to Shift this file each time you want to play SA-MP or Singleplayer. So far this is the single fix.
- Data, folder - Move in the main/dir of the game where gta_sa.exe can be found. If asks for overwrite, click YES otherwise you aren't installing the mod.
- SAMP, folder - You have to move this one, only after you have installed SA-MP. Move in the main dir of the game where gta_sa.exe can be found.
* If you move it before installing SA-MP, you will have white textures in Los Santos while playing SA-MP only, so you have to reinstall it. * Is not mandatory to install this folder if you aren't interested in playing SA-MP.
- Finally Rebuild Archive for the last time.
More Explanations: ----------------------
- Misc - New Objects - all these 6 files has to be installed in GTA3.IMG. These six files don't exist anymore in the game because I made them.
* IMG Manager doesn't recognize these 6 files through BULK REPLACE function because this is how xmen [the author] made the tool to work. * Instead of using BULK REPLACE, IMPORT them. This 6 files are using the following ID's between 18631-18636.
- CLEO Folder: - No need to use SALA or StreamMemoryFix.asi anymore: memory512.cs was made by fastman92 and it does absolutely the same thing.
* We know very well that both SALA or StreamMemoryfix.asi are bit unstable, and usually you may get freezes, crashes or closing to desktop. * Since memory512.cs is nothing more than a CLEO file, only requires CLEO 4, it has twice the stability. You also escape from .DLL's and other mandatory files of SALA and Stream. * All you need to do is to install CLEO 4 and move the file memory512.cs in CLEO folder.
- SAMP Folder : - CUSTOM.IDE is for SA-MP that fixes all white texture bugs that can be found in Los Santos on Skyscrapers.
- STREAM.IPL Folder : - This six new .DFF[Misc - New Objects] are connected through these STREAM.IPL where they are also connected with DATA/maps/IDE and IPL, and further connected with GTA3.IMG
. * I had to use this method in order to not use .COL files to make this mod even more difficult to install. * If you don't install these STREAM.IPL, your game will crash. Is logic because requires the other files, and the other files requires these STREAM.IPL * You can also use Med Editor/Map Editor if you like, to see where they are located. Project Oblivion: ---------------------- - I also recommend something totally new and better for Trees/Palm Mod: Behind Space of Realities by YourCreatedHell
Link: - http://www.gtaforums.com/index.php?showtopic=502508 * It doesn't use DATA/MAPS anymore, doesn't make Project Oblivion real folder with IDE/IPL, doesn't uses Mark's Bistro buildings as source of their flowers. * Everything simple and clean. * It only depends now of your taste. - 2010 version is bit unstable and unfinished mod.
* Missing collision, meaning that you can go through couple of trees  * Med Editor/Map Editor doesn't work anymore.
- Another detailed and complex Tutorial made by me, for better understanding of the entire white trees texture.
* http://www.gtaforums.com/index.php?showtopic=452418
- Lod Mod and Project Oblivion owns both DATA/MAPS LA.IDE/IPL, SF.IDE/.IPL, LV.IDE/.IPL, leveldes.IDE/IPL
- Basically LA/SF/LV/Country/leveldes folders in Project Oblivion are backups of the original files in order to secure that this mod will be installed properly, in case if you had installed anything else on DATA/MAPS before you are trying to Install Project Oblivion.
- I Also, don't see any point why they should be included in their mod, if the authors never changed anything on them.
That means, they don't have any connection whatsoever with Project Oblivion, meaning that you can install my Lod Mod DATA/MAPS LA.IDE/IPL, SF.IDE/.IPL, LV.IDE/.IPL, without a problem. * The rest that are left in Project Oblivion are mandatory to be installed.
- Data Folder, generic folder of Lod Mod vegepart.IDE changes only two .lod trees. When you are going to use Project Oblivion's
vegepart.IDE that is more complicate modified, just copy-paste this two lines in Project Oblivion vegepart.IDE. Isn't necessary to install my own vegepart.IDE ID - 784, lod_redwoodgrp, gta_tree_pine, 600, 2097284 ID - 785, lod_vbg_fir_co, gta_tree_pine, 600, 2130048 The lines can be found at the bottom of the file. Find their ID's and change them. - You still need to change their .LOD .DFF as well because these are made to work for the unmodded GTA SA for Project Obliviom, but Lod Mod requires these changes. Make copy of their
non-lod names (sm_redwoodgrp.DFF, vbg_fir_copse.DFF,) from Project Oblivion and rename them with the actual .LOD names that are above or -> [lod_redwoodgrp.DFF, lod_vbg_fir_co.DFF], installing them on GTA3.IMG NON Project Oblivion: ------------------------ If you are afraid of using my files or in case you have them already installed from other mods [multiobj.IDE and dynamic2.IDE] search in them, copy-paste what is below on your default/modded multiobj.IDE and dynamic2.IDE.
- Data Folder, generic folder, multiobj.IDE I actual changed just one line.
- 1682, ap_radar1_01, ap_misc1bit, 600, 2097152
- Data Folder, generic folder, dynamic2.IDE
1396, LODtainerCrane_04, cranes_dyn2_cj, 700, 0 1397, LODtainerCrane_03, cranes_dyn2_cj, 700, 0 1398, LODnoCrane_01, Cranes_DYN2_CJ, 700, 0 1399, LODnoCrane_02, Cranes_DYN2_CJ, 700, 4 1400, LODnoCrane_03, Cranes_DYN2_CJ, 700, 0 1401, LODCrane_S_03, Cranes_DYN2, 700, 4 1402, LODCrane_S_04, Cranes_DYN2, 700, 4 1403, LODCrane_M_01, Cranes_DYN2, 700, 4 1404, LODCrane_M_04, Cranes_DYN2, 700, 4 1405, LODCrane_L_03, Cranes_DYN2, 700, 4 1406, LODCrane_L_02, Cranes_DYN2, 700, 4 That's it. Anything else from Project Oblivion can be installed without a problem.
SPECIAL THANKS: -------------------- - fastman92 for making memory512.cs and methodunderg for compiling the file.
- Robanswe for finding a way to fix the SA-MP CUSTOM.IDE white textures bug.
- Ryosuke for making maplimit tool and Function-X for giving me this lost tool.
- And the rest of the members and users who made reports over the past months.
I couldn't done this without you guys and gals. This post has been edited by -BLITZ- on Friday, Apr 26 2013, 07:55
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-BLITZ-  |
Posted: Wednesday, Jan 18 2012, 08:09
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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Yes I know some mods are out there but I told you, that I don't bother to do such a test as I don't find it necessary for me to do it or maybe because .lod mod doesn't include any optional settings to timecyc. That's you know ... your thing to find out. Maybe I will do this when I finish the mod. When the mod will be released, you will have all day to test by youself, if you are interested of course. Leaving this for other times, I really got some excellent news. I just found an extra road with .IDE & .ILP in Los Santos having .col too. I don't know why R* duplicated the same objects because is under the first one, but this will help me a lot. Another fun part is that I found a normal .dff merge with two objects were in .lod world the objects are separated [my god], having another extra .ILP but with no .IDE and .col meaning I need to make them, although I found another road .lod objects in San Fierro that it doesn't have any connection whatsoever with anything. So I gonna use this road as .IDE and .col for the two merged objects in Los Santos. So now I have two extra objects that I can use them on those missing objects that I have. How cool this can be.
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-BLITZ-  |
Posted: Saturday, Jan 21 2012, 21:15
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Typical behaviour for someone with your condition

Group: Members
Joined: Apr 4, 2008


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The 24 hours passed. Interesting! I though I need two same files of .dff one for normal world and the other one in .lod world in order to functioning in .lod world but I haven't realize that I can make them to appear if I set them to 800 meters necessary only for one .dff after I notice this when I was browsing some settings that I made two weeks ago.
Now I manage to split great objects into four. This sh*tty Med Editor doesn't let me to erase the .lod objects from a .dff and without a that .lod the game crashes, even if that .dff is already a .lod It seems that .dff's are attached permanently to it's .lod and if I want to use the same .lod file that it was .dff before, like attach the same .lod, .lod/.dff, .dff the game crash, maybe because is the same objects. Now .lod files aren't attached to any .lod file (lol of course) making my calculations back to two objects in stead of four.  The good part is that and hope that going without .dff, I lose the extra .col in the same time, meaning that merged objects will not be effected in their normal world. You will be capable to see attached .lods in SA-MP coustom maps but when you will get near them, one of those two will disappear without affecting you, like hiting a extra wall or something. [I haven't tired SA-MP yet] This post has been edited by -BLITZ- on Monday, Jan 23 2012, 13:37
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