GTA Modification Forums
GTA SA MED CRASH ingame loading crash
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Celestial Hyena  |
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Requested ban

Group: BUSTED!
Joined: Dec 7, 2012

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I know it's 13 days ago but i add this 
This is because the LOD object of Ryder's house is still present, once you delete the house go to View and click on Long Distance (LOD) to go into LOD mode here

Remember to re-render the scene so the Long Distance objects can be visible and simply delete the LOD object of ryder's house
Save and Done
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sxlxll  |
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SxL

Group: Members
Joined: Sep 6, 2012


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Celestial Hyena  |
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Requested ban

Group: BUSTED!
Joined: Dec 7, 2012

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| QUOTE (sxlxll) | Celestial Hyena lets work together to mooding a elegy  | Okay but don't post this off topic stuff again in the future please use PM's
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ZAZ  |
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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| QUOTE (dicemasta98 @ Saturday, Jun 30 2012, 07:48) | | Im not sure what the problem is but ever since i deleted ryders and the house were the party was at on grove street the game has been crashing but i wanna think its because i deleted the lod files also please help!!!! |
yes, you must first learn how the LOD-system work, then you can delete ipl lines i recomand, restore the ipl modifications, then edit just the coords: place the building and the lod building 50.0 units more below | QUOTE (donuteater @ Monday, Dec 3 2012, 19:57) | I can delete tress all over the place and my games run.
I think the problem is deleting things that are refed in Main.scm. |
you're wrong! the reson is the LOD system | QUOTE (Celestial Hyena @ Sunday, Dec 16 2012, 19:50) | I know it's 13 days ago but i add this 
This is because the LOD object of Ryder's house is still present, once you delete the house go to View and click on Long Distance (LOD) to go into LOD mode here

Remember to re-render the scene so the Long Distance objects can be visible and simply delete the LOD object of ryder's house
Save and Done  |
you're also wrong | QUOTE (ZAZ @ Saturday, Apr 21 2012, 22:48) | objects which should link to a corresponding LOD object must have the line number of the corresponding LOD object at the end of the ipl line the most part of ipl placement is done in the stream-ipl files, the are a lot of objects which links to corresponding LOD objects of the base ipl Then the LOD-models don't need a collisions model (btw. 98% of the SA LOD models don't have a collisions model)
example to explain the stream ipl files: base ipl: data\maps\LA\LAe2.ipl connected stream-ipl inside of gta3.img: LAe2_stream0.ipl, LAe2_stream1.ipl, LAe2_stream2.ipl, LAe2_stream3.ipl, LAe2_stream4.ipl,
LOD objects must have -1 at the end only objects which should link to a corresponding LOD object must not have -1 at the end, the others must have -1
example, 3 objects which links to their corresponding LOD object mynice_home links to LODice_home at line 3, mynice_garage to LODice_garage at line 4 ad so on
| CODE | inst 5001, mynice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 3 5002, mynice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 4 5003, mynice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 5 5004, LODice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 5005, LODice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 5006, LODice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 end |
then you merged the 3 LOD objects into LODice_home so only mynice_home needs to link to LODice_home at line 3
| CODE | inst 5001, mynice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, 3 5002, mynice_garage, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 5003, mynice_shop, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 5004, LODice_home, 0, 190.6, -1425.8, 19.4, 0, 0, 0, 1, -1 end |
| This post has been edited by ZAZ on Sunday, Dec 16 2012, 23:30
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Celestial Hyena  |
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Requested ban

Group: BUSTED!
Joined: Dec 7, 2012

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@ZAZ Well actually it works for me and like i say "if it works, go do it" This post has been edited by Celestial Hyena on Monday, Dec 17 2012, 15:41
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