My random screenshots (will update)

Started by nyolc8, November 19, 2013, 17:47

nyolc8

[hide=sa_draw_distance_changer.ini][MAIN]
//Predefined constants from here: http://www.wolframalpha.com/input/?i=%7B%280%29a+%2B+y+%3D+800%2C++%281500%29a+%2B+y+%3D+4800%7D
//a = a1/a2;
a1=2.0
a2=1.0
y=3800.0
//orig: 2800.0[/hide]

[hide=limit_adjuster_gta3vcsa.asi][SALIMITS]
PtrNodeSingle = 70000
PtrNodeDouble = 9200
EntryInfoNode = 5000
Peds = 140
PedIntelligence = 140
Vehicles = 2000
Buildings = 15000
Objects = 3500
Dummys = 9500
ColModel = 10500
Task = 500
Event = 200
PointRoute = 64
PatrolRoute = 32
NodeRoute = 64
TaskAllocator = 16
PedAttractors = 64
MatrixList = 1000
OutsideWorldWaterBlocks = 400
AlphaEntityList = 1000
VisibleEntityPtrs = 3900
VisibleLodPtrs = 3000
StreamingObjectInstancesList = 7500
AtomicModels = 20000
DamageAtomicModels = 100
TimeModels = 300
ClumpModels = 100
VehicleModels = 300
PedModels = 300
WeaponModels = 100
StaticShadows = 1024
Coronas = 20048
ScriptSearchLights = 100
FrameLimit = 105[/hide]

[hide=IDE_DD_Tweaker.asi][MAIN]
enable=1
patch_tobjs=1
patch_lods=1
patch_generic=0
patch_all_normal=1 //do not use at the same time with patch_generic=1

[TOBJS]
tobjs_draw_distance_multiplier = 2.7 // 2.0

[LODS]
lods_draw_distance_multiplier = 2.8 // 2.3 (1.9 volt)
lods_new_draw_distance = 1500.0 // 2000.0 if multiplier is set, this value will be ignored

[OBJS]
max_draw_distance_for_normal_objects = 350.0 // it's better not to touch it at all
generic_new_draw_distance = 150.0 //150.0| 300.0
normal_new_draw_distance = 350.0 //350.0| 400.0
[/hide]

Ethan

Quote from: nyolc8 on December 05, 2014, 17:22
[hide=sa_draw_distance_changer.ini][MAIN]
//Predefined constants from here: http://www.wolframalpha.com/input/?i=%7B%280%29a+%2B+y+%3D+800%2C++%281500%29a+%2B+y+%3D+4800%7D
//a = a1/a2;
a1=2.0
a2=1.0
y=3800.0
//orig: 2800.0[/hide]

[hide=limit_adjuster_gta3vcsa.asi][SALIMITS]
PtrNodeSingle = 70000
PtrNodeDouble = 9200
EntryInfoNode = 5000
Peds = 140
PedIntelligence = 140
Vehicles = 2000
Buildings = 15000
Objects = 3500
Dummys = 9500
ColModel = 10500
Task = 500
Event = 200
PointRoute = 64
PatrolRoute = 32
NodeRoute = 64
TaskAllocator = 16
PedAttractors = 64
MatrixList = 1000
OutsideWorldWaterBlocks = 400
AlphaEntityList = 1000
VisibleEntityPtrs = 3900
VisibleLodPtrs = 3000
StreamingObjectInstancesList = 7500
AtomicModels = 20000
DamageAtomicModels = 100
TimeModels = 300
ClumpModels = 100
VehicleModels = 300
PedModels = 300
WeaponModels = 100
StaticShadows = 1024
Coronas = 20048
ScriptSearchLights = 100
FrameLimit = 105[/hide]

[hide=IDE_DD_Tweaker.asi][MAIN]
enable=1
patch_tobjs=1
patch_lods=1
patch_generic=0
patch_all_normal=1 //do not use at the same time with patch_generic=1

[TOBJS]
tobjs_draw_distance_multiplier = 2.7 // 2.0

[LODS]
lods_draw_distance_multiplier = 2.8 // 2.3 (1.9 volt)
lods_new_draw_distance = 1500.0 // 2000.0 if multiplier is set, this value will be ignored

[OBJS]
max_draw_distance_for_normal_objects = 350.0 // it's better not to touch it at all
generic_new_draw_distance = 150.0 //150.0| 300.0
normal_new_draw_distance = 350.0 //350.0| 400.0
[/hide]

TY SIR!!

CarlJohnson

Will see if my laptop could handle then... If it doesn't pc will do it easily
Thanks man!
LAST SEEN
TOTAL TIME ON SERVER
SCORE
TRUCK LOADS
CONVOY SCORE
ACHIEVEMENTS
ARTIC
DUMPER
VAN
FUEL
CEMENT
ARRESTS
CARS STOLEN
COACH
PLANE
HELICOPTER
TOW TRUCK
LIMO
TRASH
ARMORED VAN

nyolc8


TheSandman

25/8/11 - 4/10/15: 1502 days of continuous staff duty C:-)

nyolc8

water texture? I didn't touched that. The timecyc is being refined :P because there are some times and places combinations where the vehicle is too dark.

TheSandman

mine doesnt look that good =.= timecyc when its done pl0x. my sun also doesnt come out that great, even though i have imfx and whatnot ;o
25/8/11 - 4/10/15: 1502 days of continuous staff duty C:-)

nyolc8

Water is ENB water, the sun looks different for me because I added an extra corona into it, a big orange one, but made it very transparent. And this makes it to "color" the whole screen almost :D

Wizzer

Quote from: nyolc8 on December 08, 2014, 15:04
Water is ENB water, the sun looks different for me because I added an extra corona into it, a big orange one, but made it very transparent. And this makes it to "color" the whole screen almost :D
Stop being so good in everything :cereal:
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nyolc8


nyolc8

refining/testing realtime shadows config:

nyolc8

screenshot spree

enb reflections and enb shadow disabled, not needed anymore :P

[imgur]http://imgur.com/a/iP1Sa#0[/imgur]
(shadow jagged edges fixed since the screenshots made)

Ethan


nyolc8

Quote from: Ethan on December 11, 2014, 03:01
tell me you have ENB enabled????
Yeah, but only water is enabled. And of course there's a little color effect (color correction) + the slight vignete on the screen(effect.txt). The main thing what changes the graphics is the PlayStation2 graphics post-processing asi, the PlayStation2 graphics reflection system asi and the timecyc.

TheSandman

and youre going to release this for us :D
25/8/11 - 4/10/15: 1502 days of continuous staff duty C:-)