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emoose avatar emoose commented on August 20, 2024

Any chance you (or anyone reading) has a savegame near those hovercrafts?

Found a bunch of functions in the exe to do with grass fading / mesh visibility / camera distance checking, but haven't really played the game far enough to run into those hovercrafts yet.

from mgshdfix.

cipherxof avatar cipherxof commented on August 20, 2024

Any chance you (or anyone reading) has a savegame near those hovercrafts?

Found a bunch of functions in the exe to do with grass fading / mesh visibility / camera distance checking, but haven't really played the game far enough to run into those hovercrafts yet.

You can load any stage using the dev menu.

https://www.nexusmods.com/metalgearsolidmastercollection/mods/1

from mgshdfix.

emoose avatar emoose commented on August 20, 2024

Haven't had much time to work on this after the last post, was able to get grass distance to increase but couldn't figure out model distances yet.

If anyone wants to look into it I posted a PDB at https://www.nexusmods.com/metalgearsolid3mc/mods/52 that names ~2500 funcs, the NewGrassMng stuff in there handles most of the grass (there's also NewGrassMng_02 which I think handles trees)

The struct for GrassMng has a far-clipping distance inside which can increase how far it renders (not sure what limits that has tho), changing far-clipping distance also seems to affect the distances of leaf fading/popping.

Maybe models also have some kind of far-clipping distance too but wasn't able to find anything to affect them yet, would guess it's maybe handled in one of the funcs that DG_DrawViewports calls into. (E: the SIG_CameraDisCheck functions might also be worth looking into as well.)

from mgshdfix.

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