San Andreas Retextured V1.7

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Talhagamer

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Post by Talhagamer » March 19, 2012, 3:32 pm
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* SRT3 V1.7 General Information:
Original Author of SRT3: ParoXum as diabolyX
Author of V1.7: BLITZ & ParoXum with previews versions
Size: 2,04 GB
Size on Disk: 2,04 GB
Setup Size: 630 MB
Files: 1.719 FILES
SRT3 V1.7 doesn't change the game interiors.
SRT3 V1.7 contains all the previews version meaning you don't need any other old versions.
SRT3 needs to be installed on Clean GTASA 1.0.
Open the auto-installer and follow instructions.


* Big Thanks/Credits to:
ParoXum - For speding time and creating this extraordinary mod and let me to continue and finish it.
Knochen - For giving me very usefull tips in how to creat .LOD texture and links of tutorials for textures.
n³wton - For supporting the mod; giving host to the mod. Thank you so much.
Piohh - For supporting the mod; giving host to the mod. Thank you so much.
Moddb - For supporting and authorized the mod to be host there. Thank you so much
Gtaforum-members - For supporting/apreciate the mod and the topic. Thank you.

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INTRO
1.General Information
2.What .Lod Mod Does
3.General Notes
4.Things You Need To know
5.General Issues
6.Mod Installation - Tutorial
7.Game Screenshots

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-Author: BLITZ
-Installer: Setup
-Requirement: Srt3 V1.7
-Game Version: Works with all version.
-Mod Total Size: 270MB
-Mod Total Size on Disk: 277MB [Disk]
-Total Files: 4855 files
* 24.col files
* 281.txd files
* 4493.dff files
* 35 folders
* 57 data files
-Release Date: 21.02.2012
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-The mod changes the entire structure of Srt3 draw distance view.
-The mod is a setup installer. No need to worry, the setup will make folder and all you need to do is just to choose where you want to be installed. This just installs the mod in your PC, you still need to install the mod by yourself to have it in your game. I took this decision to know what your downloading, installing and to choose whatever you like from the mod.
-You will wonder why in the world there are some many files. Well because every .lod object is connected to each normal object, reaching this number.
-The .dff's: .lod world is based on .dff's like any other normal material that you find in the game. Without this, the mod doesn't exit. Though, I had some serious problems with the game and it forced me to bring some normal .dff's in order to not see strange white objects into thin air at some certain point of the map.
-The .txd's: because couple of objects required to merge with other materials, some of them weren't connected with the same .txd
-The col.'s: without the new collision files, you will see objects disappearing at some certain angles. [Read General Issues]
-The 5 new objects: I had to use the last 5 ID's in order to bring some objects in .lod world because these materials didn't have nearby materials to connect. [Read Things you need to know]
-Underwater Terrian Aka Seabed: This belongs in .lod world as well so I had to bring them too. Although we have two .lod trees that are covering the entire Country territory.
-No .lod Trees [Read Things you need to know]
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Following Changes:
Data Folder, Maps Folder:
* Country & Desert: CountryE, CountryS, CountryW, CountryN [Aka Desert], CountryN2 [Aka Desert] .IDE & .IPL
* Los Santos: LAe, LAe2, LAn, LAn2, LAs, LAs2, LAw, LAw2, LAwn, LAHills .IDE & .IPL
* San Fierro: SFn, SFs, SFe, SFse, SFw. IDE & .IPL
* Las Vegas: VegasE, VegasN, VegasS, VegasW .IDE & .IPL
Data Folder, Maps Folder, Generic Folder:
* dynamic .IDE
* dynamic2 .IDE
* vegepart. IDE
* multiobj.IDE
Data Folder, Maps Folder, Leveldes Folder
* seabed
Models Folder
* gta3.img

* Extra Goodies
Radar Map Mod: forgot to place it in Srt3 V1.7
Original LOD For Srt3: you lose exactly 250MB but the DLC has 170 so you gain a total of 80MB of free space. You don't need to use the .lod that I made in V1.7 because the game doesn't run on those textures anymore. In the final version, the textures will not be included anymore.
Two texture files that I forgot to included in Srt3 V1.7
Brings back .lod objects that were set as normal strings, possible that R* forgot to fix these files. The objects are working properly now;
* San Fierro Driving School garage doors
* oil tanks scattered around San Andreas like Country, Desert, Industrial
* water tower scattered around San Andreas like Country, Desert, Industrial
-Added 5 more new objects into the game.
-Fixes the chapel by removing Night Vertex in San Fierro North Aka Boat School location part of the map. Now it doesn't go bright light at night anymore for both normal and .lod world.
-Brings back missing objects that doesn't exist .lod universe.[Read Things you need ot know]
-Brings back lots of objects that doesn't exist in .lod world like Las Venturas Sign, this is just one example.
-Las Venturas Neon Casinos are the single objects that are moving in draw distance. I just found out some several minutes ago. I haven't even noticed that I manage to do that. You can view the pictures. [UPDATE]
-Seabed Aka Underwater land: It doesn't require .IDE & .IPL because the .lod is connected to the same texture.
-The Pyramid in Las Venturas had issues with one object. The top .lod point of the pyramid was smaller than the rest, and when it was changed with the normal object, the result was overlapping with the rest of the other objects, aka flickering -bug that you get in some games or graphics. In order to fix this, I had to change the other objects to see the point of the pyramid correctly. As extra, I have included Night Vertex into the object and now at night you will see textures with lights instead of one huge white object. The object itself wasn't connected to any texture.
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IMPORTANT NOTE!
-Don't ever install GTa San Andreas .Lod Mod over Project Oblivion. First Install GTa San Andreas .Lod Mod then Project Oblivion.
-The mod doesn't lagg and it will never give such problems. The game and his textures are so old that any four years old PC can handle them and mine is very old.
-Draw Distance Settings: Don't think that if you install this mod, you will have a better change of playing the game much smoother with draw distance set to off because .lod objects are now changed with the same normal materials, being the same object, you will succeed. No at all, the game is still be affected by this setting, as everything you see from distance will fade away much quicker, getting nothing more than just the sky. So you better set this option to max.
* Options - Display Setup - Advanced - Draw Distance set to Max.
END NOTE

IMPORTANT NOTE!
-The 5 new objects can be found in XNew Files Folder and their collision can be found in CountryW Folder: countryw_1.col; countryw_2.col; countryw_6.col. Without installing these files, the game will crash at loading screen. I separate them from the other folder because IMG Manager doesn't accept new files in Bulk Replace. They are working by simply Import them into the gta3.img.
* The Collision files are part of the game as the new files belong here.
END NOTE!
-I haven't tried with SA-MP, the reason is that I get the Microsoft Visual C++ run time error library bug. Our electricity went down when I was playing SA-MP, result of permanent crashing of Mutliplayer. Yes, I know that I need to make another account in my PC, but I can't afford to do this right now. So you need to test it by yourself, but I'm sure it has to work.
Why No Trees:
* The mod doesn't bring trees because there aren't any unsued .IDE & .IPL. The game accepts only five 5 new strings of .IDE & .IPL as I already used them somewhere else.
* There is a way for adding trees in the entire game, but is necessary to use San Andreas Limit Adjuster, but as we all know the Tool is very buggy. What I want for my mod is to not ask for tools, patches in order to play it.
* I have found 4 hidden .lod trees fully functional in vegepart.IDE from generic folder.
No matter what kind of tree I bring in .lod world, the leaves are not appearing at palm trees, some trees are disappearing from distance or flickering with each other. I'm not sure why such problems occur and I have tried to fix these issues with .dff, .col and nothing seems to bring them back in their normal stage. I think this is the reason R* hide these objects, as they couldn't bring trees in .lod world. I've found out that these 4 files are used in Project Oblivion and they are working properly.
Why I haven't fixed Saint Mark's Bistro .lod? Because Project Oblivion uses most of those objects for its own trees, leaves, bushes, etc, so I can't do anything about this.
I couldn't manage to bring every object in .lod world because I didn't have enough nearby objects to merge with.
Those that aren't in .lod world are: Las Brujas; Area 69; Quarry; Pirate Ship with its wooden pylons boulevard from Pirates In Men's Pants; Prickle Pine; The World's Biggest Cock.
Works with Project Oblivion. As you already know Project Oblivion is based only on trees that are appearing only in normal world, still you 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 that is based on .IDE and .IPL
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* I arranged the mod in such way because there are over 4500 files and not a single IMG Tool will not accept all of them at ones. It will give some error like a .dff doesn't exist into gta3.img or it's missing that it doesn't want to continue the process.
* We are talking here of changing the entire game. What you can do is:
Import/Install folder after folder and use rebuild archive after 5 imported folders.
Import/Install folder after folder and use rebuild archive after you installed all the folder.
* I gave such tips because it's possible that IMG Manager will not rebuild your gta3.img correctly if you choose the second option. Alci's IMG accepts this method but your game will run more slower, especially at loading screen maybe because you are rebuilding 4500 files.

Project Oblivion & .Lod Mod
* You need to read this only if you wish to have both mods in your game. If you don't like project Oblivion just drag everything from the folders in still them where they need to be.
IMPORTANT NOTE
* The same goes for any other map mod that involves the same files as .Lod Mod. I'm sorry but you need to tweak this in order to get the right result.
The mod includes all the necessary files.
VERY IMPORTANT
Don't INSTALL any .COL file from Project Oblivion. YOU INSTALL ONLY vegepart.COL because is necessary for trees.
There are many default files in Project Oblivion that doesn't require to be installed, but they are included in the pack to erase any installed mod to bring back the game to original stage, to Project Oblivion without having bugs.

* Data Folder, generic folder, vegepart.IDE changes only two .lod trees, how explained before. Project Oblivion, vegepart.IDE is more complicated modified so you have just change the following strings with these:
- 784, lod_redwoodgrp, gta_tree_pine, 600, 2097284
- 785, lod_vbg_fir_co, gta_tree_pine, 600, 2130048
* The strings can be found at the bottom of the file. Find their ID's and change them.
* You still need to change the .lod dff as well because these are made to work for the unmodded GTa SA.
* Find and extract redwoodgrp.dff, vbg_fir_co.dff and name them with lod, like above.
* In case if you still get white objects from distance, use Med Editor and find out what's their .txd names and change them with gta_tree_pine.txd from above.
Now you are done with threes. You don't need to install the generic file anymore.
* Data folder, generic folder: multiobj.ide, dynamic.ide & dynamic2.ide is not affected by Project Oblivion. You can install them safe.
Data Folder, Maps.
* There few .IDE or .IPL In Project Oblivion that changes the coordinates of some trees. You can check that by viewing the archive and looking at their date. Most of them are from 2004/2005 when the game was built. What is from 2011 or possible 2010 as well, those are new and they are just couple of them. How can you install this string to get both mods.
* Before you install .Lod Mod, take the original unmodified .IDE & .IPL and the one from Project Oblivion. Mark the last paragraph with the mouse when you open both .IPL's [I'm not saying to mark the last paragraph at the bottom of the file], like when you want to delete the entire string. Now click fast many times on each .IPL to see where the numbers were changed, then copy the string from Project Oblivion, open .Lod Mod IPL and paste where it belongs.
Then you scroll down and take another chapter, then again until you reach the bottom.
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SRT3 V1.7 ModDB - http://www.moddb.com/mods/srt3-mod
GTa-WorldMods - http://gta-worldmods.t-n-network.de/php ... entid=4636
Srt3 .Lod Mod DLC Thread - http://www.gtaforums.com/index.php?show ... 80&st=1900
SRT3 .Lod Mod DLC ModDB - http://www.moddb.com/mods/srt3-mod/down ... od-mod-dlc


Talha's note:-
I personally use this mod and it works flawlessly. Use Alci's IMG Editor to use this mod. All instructions are given.

WARNING!!!! Will work on mid-end to high-end PC's only. No P4 or Core 2 Duo's will be able to support this with playable frame rates.
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iBig.

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Post by iBig. » March 19, 2012, 4:06 pm
This is my favorite mod, but when i used it, and then after it i installed few mods it said something don't remember what but i think it meant that my gta3.img is too big
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Talhagamer

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Post by Talhagamer » March 19, 2012, 4:08 pm
[Lsrcr]Big wrote:
This is my favorite mod, but when i used it, and then after it i installed few mods it said something don't remember what but i think it meant that my gta3.img is too big
Yup it does say that. But, you can still use it using Alci's IMG editor.
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SpicY

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Post by SpicY » March 20, 2012, 7:10 pm
Does it works for SAMP?

[Fache]ArMaster

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Post by [Fache]ArMaster » March 20, 2012, 8:19 pm
SpicY wrote:
Does it works for SAMP?
................
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SpicY

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Post by SpicY » March 20, 2012, 9:04 pm
[Fache]ArMaster wrote:
SpicY wrote:
Does it works for SAMP?
................
????

iBig.

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Post by iBig. » March 21, 2012, 3:50 am
Ofc it works.. it makes ur roads and buildings look 10 times better than before, but if even car mods lag for u, this will lag so hard on you.
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[Fache]ArMaster

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Post by [Fache]ArMaster » March 21, 2012, 1:05 pm
[Lsrcr]Big wrote:
Ofc it works.. it makes ur roads and buildings look 10 times better than before, but if even car mods lag for u, this will lag so hard on you.
Car mods just got my game smoother les install that shit!
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Ger

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Post by Ger » March 22, 2012, 6:09 pm
Excellent Post Talha

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Talhagamer

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Post by Talhagamer » March 22, 2012, 7:04 pm
Thanks ger!
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