@methodunderg - It replaces the BF Injection!
VW Baja BugPlayable 30+fps (SSAO disabled)
Screenshot (SSAO Enabled+DOF disabled)

I did promise to do a tutorial, so here it goes. Again this is not for the faint hearted, so if your not comfortable in modding SA..I would suggest not even attempting this! If something goes wrong, then its up to you to sort it out because I'm not gonna help out! This tutorial is to show how to make PO 2010 HQ+PV2 and other numerous mods to work in SAMP!
1. Install SRT3 1.7, start game in both single player & multiplayer to make sure it works. Make a backup of your models folder in case you do something wrong later!
2. Install SRT3 .Lod Mod DLC V2.0, start game in both single player & multiplayer to make sure it works (make sure you copy CUSTOM.ide to your SAMP folder). Make a backup and delete the old backup from step 1!
3. Install Project Oblivion 2010HQ
a. If you look into the maps folder in PO, you'll notice some of the ide, ipl files (vegaxref.ide, SFn.ipl, SFs.ipl etc) when compared to the data files that came with .Lod DLC are actually pretty similar (except some objects have a slightly different placement cords) which means we don't need to copy them over.
b. So the only important folders we need to sort out in PO are Generic, Leveldes & real. So start off by copying procobj & vegepart and replacing the same files in your SA Data folder (replacing the ones that came with the .LOD DLC)
c. Copy the real folder to your maps folder (we will make it compatible with SAMP in a minute!) and copy all the files (gta.dat, object.dat, plants.dat etc) excluding the maps folder and replace the same files in your SA Data folder.
DON'T COPY LEVELDES JUST YET!
d. Start single player & multiplayer to make sure it works, if you already see a white object when starting a new game in SingplePlayer (I'm guessing it will be the white bush at the end of the street when you look left) don't panic! If the game doesn't crash, make a backup of both Data & Models folder!
e. Next extract all the files from real.img and import them into gta3.img so that we can have the cave, Crysis Island as well as others to work in SAMP as the multiplayer client will just load an unmodified gta.dat. Remove the real.img line from your gta.dat!
f. Now copy over the Leveldes folder from PO 2010 to your maps folder, as it will now be able to load all the files that were originally in the real.img. Now we need to make the extra objects appear on the map.
g. Open up real.ipl and copy all the object lines and paste it in any (doesn't really matter which one) of your default ipl files. I chose to paste the lines in countryN.ipl. Do the same with real2.ipl but into a different ipl (I chose to paste those lines into countryS.ipl) After doing this remove both real.ipl & real2.ipl lines from gta.dat
h. Now test both singplayer & multiplayer. Does it work? (it should!) If so then make another backup of both Data & Models folders.
4. Install Perfect Vegetation V2
a. If your happy playing SA with PO 2010 then skip this step. I don't think you can simply just import and replace the PO files with the ones from PV2. What I did was play singple or multiplayer, find a tree that I want replacing and get its cords using any cord tool. Look through the ipl and find any cord that is very similar to the ones you got. Then replace the dff, textures, cols etc from its respected files. (so for this step you'll be needing TXD Workshop & Col Editor 2)
Idea: If you want to compare different data files together easily to see the differences, do a google search for a program called WinMerge. It will highlight all the differences in a text file if compared to the same one.
This is a long process, & I'm not going to type in detail in how to do it, if you really want to do this then you must be willing to learn and learn from your mistakes. This was trial & error and took a few attempts until I got it perfectly right!
5. Install BSOR 2012 Palm Trees
a. Skip this if your not interested. This step is very simple, just import the dff/txd files (the txd files has to be the folder that says compatible with PO 2010).
Not the best and most descriptive tutorial, really don't know how I can make it simple to understand. The best way of learning is pretty much doing it by yourself, trail & error until you get it right. I've also the past few days of sorting my game out so that I can have added vehicles which will load in singleplayer but not multiplayer. This involves making a batch file that moves files away when I play multiplayer (asi plugins for example that will crash samp) & ones when I play singleplayer.
| CODE |
COPY data\multiplayer\carcols.dat data\ COPY data\multiplayer\carmods.dat data\ COPY data\multiplayer\handling.cfg data\ COPY data\multiplayer\vehicles.ide data\
MOVE HandlingAdder.asi scripts\ MOVE MoreVehicles.asi scripts\ MOVE VehicleAudioHook.asi scripts\
MOVE CLEO\CarSpawner.cs cleo\backup
samp.exe |
Copy the above and save it in a text file, name it multi.bat for example. This batch is for when you want to play multiplayer.
| CODE |
COPY data\singleplayer\carcols.dat data\ COPY data\singleplayer\carmods.dat data\ COPY data\singleplayer\handling.cfg data\ COPY data\singleplayer\vehicles.ide data\
MOVE scripts\HandlingAdder.asi MOVE scripts\MoreVehicles.asi MOVE scripts\VehicleAudioHook.asi
COPY CLEO\BACKUP\CarSpawner.cs CLEO\
gta_sa.exe |
The above is for when playing Singleplayer. You can add more files for the batch to move (like shopping.dat etc)
At the moment I'm trying to add tuning parts but for some reason they don't appear in my game (was expecting my game to crash but it didn't even do that!

) I've also uploaded my data files so anyone interested can see what/which files I copied over etc.
SAMP+.lod+PO DataAlso I'll release Graphics Overhaul v1.5 later today. Need to do the final touches on the timecyc.
This post has been edited by nWo51289 on Tuesday, Jun 12 2012, 16:02