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Attention:
BUGS, GLITCHES, and INCOMPLETES Report stuff to be fixed
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SteaVor  |
Posted: Tuesday, May 29 2007, 07:43
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GTA:LC Contributor

Group: Members
Joined: Dec 17, 2005


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Only the three SSV ones (subroads, landNE, landSW) could be difficult to fix, there are major differences that have to be understood - unfortunately, there isn't a log that states why the change has been made. LOD_subroads96 got changed to LODay_tunent01 for example, with a z+10 shift and different values in the rotation section. EDIT: Someone has renamed some models (mostly on SSV), but didn't rename the LOD model - that means that they will always both be visible and overlap each other! This means that it should be quite an easy fix, but we have to change the filenames inside the IMG. This post has been edited by SteaVor on Tuesday, May 29 2007, 09:14
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SteaVor  |
Posted: Tuesday, May 29 2007, 14:54
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GTA:LC Contributor

Group: Members
Joined: Dec 17, 2005


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How does the VC LOD system work? It was my understanding that the game would simply look for the same model name, just with 'LOD' in place of the first 3 chars of the DFF. Can the LOD name be specified within the DFF, if it isn't named after this convention? Otherwise, I'm afraid that most of LC doesn't use proper LODs:   I've picked two random LODs and applied a Z +2 shift. The Portland bus depot behaves correctly on the other hand; when seen from a great distance, the LOD is shown, and when you're near enough, the LOD is replaced by the normal model (i.e. the LOD disappears, unlike the 2 examples above, where both coexist because they both miss their counterpart and the game treats them as separate, unrelated objects). Reason being, that the bus depot follows the naming convention (busdepottar <-> LODdepottar, busdepot_cover <-> LODdepot_cover). Are we using old files or wasn't it converted properly. Most of Portland seems OK, so I'm assuming that the LC team began to rename the files properly, but left it unfinished. How far off am I with this wild speculation on my part?  *hopes that the reason is nothing but outdated files* This post has been edited by SteaVor on Tuesday, May 29 2007, 14:58
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SteaVor  |
Posted: Tuesday, May 29 2007, 18:38
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GTA:LC Contributor

Group: Members
Joined: Dec 17, 2005


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The reason is that in GTA:LC the complex model isn't replacing the LOD model, but merely overlapping it to hide it. The files seem to show* that the team was aware of the differences in the LOD system, but just used the lazy solution (lower Z for LODs) at first (to get the map work done fast), before they started to do the necessary renaming to make the game recognize the LOD files as LODs. The question is: do we leave everything as it is (and just manipulate the Z value of the objects that stand out currently) or do we rename the LODs properly (maybe not all of them, but mainly those that need fixing at the moment)?
@stef92: delete vc_traffic.asi in the LC folder.
*maybe I just picked bad examples that accidentally supported the theory, but we'll still have to think about the best solution.
This post has been edited by SteaVor on Tuesday, May 29 2007, 18:47
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Claude GTA3  |
Posted: Wednesday, May 30 2007, 16:04
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I am awesome.

Group: BUSTED!
Joined: Feb 4, 2007


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I just installed v2.7 on my v2.6(which worked fine),But it doesn't run ''through'' Vice City like 2.6 did,and it always ran like it should,but now,it always shows me Put your Vice City disc (like when playing with no disc). I tried NO-CD cracks,and patches...but it doesn't work
PS:I did try with the default VC,no patches,no cracks.
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