

It's nearly the same as GTA:SA, but you are limited to a set of shaders.

Game calculate points position and slowly add error, when load savegame last position of objects are read with the error added and the corruption increases up to crashĭoes this apply for just like, cars? Or are all the models messed up when you export them? May be problem with coordinate format or something like this For example, exported model might work fine on high detail, but when I restart the game, I get some messed parts, after I load a saved game I get much more messed parts and just few minutes later game hangs up. Literally, filter exports correct mesh organization and arrangement, including collision, hierarchy, materials and shaders, but the mesh geometry data is laid a bit improperly (in terms of game requirements), so I get messed mesh randomly. Original geometry "attached" to exported structure part works fine. My geometry block "attached" to structure part (the part that organizes the mesh hierarchy, phisics, collision, materials, shaders, etc.) produces buggy file (with messed geometry as shown above). After a long time of messing and replacing "original" data and "exported" I've located that problem is in layout (order/padding/align) of mesh/geometry block.
