107 772
702
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26 Січня 2022
If you want to use it in Singleplayer/Story mode please download version *-SP.
If you want to use this map on a FiveM server (but you don't host it, so only for yourself) then download *-FiveM-Client.
If you are running a FiveM server and want to provide this map there (to everyone) then download *-FiveM-Server.
===============================
Prerequisites & recommendations
===============================
If you use Forests of San Andreas as well please be sure that you have installed version 4.0 of that mod, too.
Otherwise you will have many colliding and duplicated props in some areas and fewer props in other areas.
This mod without other mods applied works with the original gameconfig.xml and without any heap adjustment.
However, if you are using multiple mods it might be the case that at some point you need to adapt the gameconfig.xml and/or the heap (that is a general statement and is not specific to this mod).
If you are unsure just give it a try without changing the gameconfig.xml and the heap. In case you then experience crashes please install these add-ons as well:
===============================
Credits & Notes
===============================
This map is based on the map GTA V Remastered in version 1.3 and 2.0b by le__AK
I want to thank him very much for that great map and his permission to publish this extension.
This mod is compatible with Forests of San Andreas: Revised as long as you are using version 4.0 or newer of both mods.
===============================
Videos and screenshots
===============================
In order to demonstrate only this mod and exactly as it is all videos and screenshots are in-game footage without any further post-editing and without any additional mods applied.
However, feel free to use other mods as well.
Because this mod covers vast areas these 16 screenshots are by far not complete so please consider them just as a hint to give a first impression.
===============================
Changelog
===============================
===============================
Version 4.2
===============================
- Fixed floating or immersed palms and trees that were added in version 4.0
- Relocated trees that were clipping with a bunker (when MP maps are enabled)
===============================
Version 4.1
===============================
- Refactored static collision models to significantly reduce the demand on pools phInstGta and StaticBounds.Especially for those using the mod on FiveM this is an important change.
- Compatibility with MP maps
- Compatibility with Liberty City V Remix
- Refactored LOD models:
- Replaced LOD and SLOD textures for large bushes and Redwood tree.
- Added more LOD textures for various palms.
- Reworked plane for top-down view so that it is only visible when viewing from above.
- Added two additional front planes for large bushes, oak and eucalyptus tree
- Provided FiveM resource bundle for client-side usage.
- Reworked area at Los Santos airport.
- Moved some props that were clipping with Designer House by BigShaqNOKetchup.
- Moved some props that were clipping with Star Mansion by JDeezNutz.
- Slightly reworked props at "Sessanta Nove".
===============================
Version 4.0
===============================
- Moved many props to Forests of San Andreas and vice versa so that both mods no longer overlap. Then relocated colliding props in the area where both mods previously overlapped.
- Merged props from version 1.3 by le__AK (adds over 8500 new props but 2000 of them moved to Forests of San Andreas).
- Added some more props, changed (relocated, replaced, scaled, ...) some props and removed a few props.
===============================
Version 3.4
===============================
- Fixed floating trees when using NaturalVision Evolved (caused by the replacement models for prop_tree_pine_01 and prop_w_r_cedar_01 since they have a higher pivot point).
- Slightly reworked LOD and SLOD models ("hat" for top view is more flat and is positioned depending on the prop).
- Reworked static collision models by splitting content into regular (no prefix) and high (prefix hi@) models.
===============================
Version 3.3
===============================
- Multi-partitioned maps and major refactoring of lod and slod models (increases performance and significantly reduces required pool size of "Building").
- Adjusted brightness of some LOD and SLOD textures.
- Reduced size of static collision models by only providing static collision models of props with a scaling not close to 1.
- Fixed some floating ficus trees (prop_tree_lficus_*).
- Removed cash pile (prop_anim_cash_pile_02) in front of Michael's house. (thanks to -EcLiPsE- for reporting)
- Changed some entities that were colliding with map add-on Franklin Mega Garage by emme10. (thanks to oozh for reporting)
- Moved some palms that were clipping with Malibu Mansion by BigShaqNOKetchup. (thanks to Lil Peek-up for reporting)
===============================
Version 3.2
===============================
- Reworked area at Hotel von Crastenburg.
- Increased LOD distance for small props.
- Added LOD and SLOD models for Prop_Tree_Mquite_01, Prop_Rio_Del_01 and Prop_Rus_Olive.
- Reworked textures for LOD and SLOD models of maple trees (Prop_Tree_Maple_02 and Prop_Tree_Maple_03).
- Changed all entities with priority level high, medium, low to level required to avoid entities not beeing displayed (see GTAFORUMS Topic "[REL|V] V PropRestore" for further information).
- Recalculated Z coordinates of trees and palms for a more versatile appearance.
- Removed three bollards and a tree that were conflicting with story missions (thanks to Xotiic92).
- Replaced some bollards (prop_bollard_05) by road poles (prop_roadpole_01a).
- Changed a few props (relocated, replaced, scaled, ...).
===============================
Version 3.1
===============================
Visual changes:
- Removed most of the litter, card piles, boxes, ... that were part of the previous version. This does NOT mean that these props are removed from other mods or even from the original map.
- Fixed three floating birch trees (Prop_Tree_Birch_05).
- Reworked LOD models to get less noticiable transitions from LOD to HD entities (especially for palms the transition is now considerably smoother).
- Added LOD and SLOD models for ficus trees (Prop_Tree_LFicus_*).
- Recalculated distance when to change from HD to LOD model.
- Turned (around z axis) and slightly tilted trees and palms that previously had no rotation (to get a more versatile look).
- Reduced size of some huge palms.
- Changed a few props (relocated, replaced, scaled, ...).
Other changes:
- Reduced extents of static collision models and slod models.
- Reduced/recalculated distance when to change from LOD to SLOD1 (increases performance without noticible affecting visual appearance).
- Fixed non-tree entities (like small vegetations, newspaper boxes, benches, ...) that shouldn't be static (so now they interact physically when hit by a car, on explosions, ...).
===============================
Version 3.0
===============================
Main purpose of this version was to significantly increase performance and ensure stability. This is achieved by the following changes:
- Created textures and models for medium far distance view (LOD models) for vegetation entities.
- In addition to medium far distance view models (LOD models) three further far distance view models were created (SLOD1 to SLOD3 models).
- Reduced/recalculated values for far distance view models (in accordance to their size) to be more consistent with other entities.
- Performed clustering of entities to get reasonable chunks of maps (to get rid of having some ymap files with huge extents).
Visual changes:
- Fixed some floating vegetation entities.
- Enabled reflections of vegetation (that is because for reflections LOD and SLOD1 to SLOD3 models are used).
Other changes:
- Fixed wrong collisions by providing static collision models (before only embedded collision was used but since embedded collision ignores scaling every scaled tree ended up with a wrong collision).
- Provided OIV installation and uninstallation file.
- Provided FiveM resource bundle for server-side usage.
===============================
Previous versions
===============================
See GTA V Remastered by le__AK
===============================
Overview of added props
===============================
bushes: 1150
cacti: 246
joshua trees: 137
crops: 269
palms: 3424
trees: 5022
potted plants: 279
misc vegetation: 760
rocks: 123
seats & tables: 478
others: 1607
----------------------------------------------------
total: 13495
Перше завантаження: 07 Грудня 2021
Останнє оновлення 01 Березня 2023
Last Downloaded: хвилина назад
All Versions
283 коментарі
If you want to use it in Singleplayer/Story mode please download version *-SP.
If you want to use this map on a FiveM server (but you don't host it, so only for yourself) then download *-FiveM-Client.
If you are running a FiveM server and want to provide this map there (to everyone) then download *-FiveM-Server.
===============================
Prerequisites & recommendations
===============================
If you use Forests of San Andreas as well please be sure that you have installed version 4.0 of that mod, too.
Otherwise you will have many colliding and duplicated props in some areas and fewer props in other areas.
This mod without other mods applied works with the original gameconfig.xml and without any heap adjustment.
However, if you are using multiple mods it might be the case that at some point you need to adapt the gameconfig.xml and/or the heap (that is a general statement and is not specific to this mod).
If you are unsure just give it a try without changing the gameconfig.xml and the heap. In case you then experience crashes please install these add-ons as well:
===============================
Credits & Notes
===============================
This map is based on the map GTA V Remastered in version 1.3 and 2.0b by le__AK
I want to thank him very much for that great map and his permission to publish this extension.
This mod is compatible with Forests of San Andreas: Revised as long as you are using version 4.0 or newer of both mods.
===============================
Videos and screenshots
===============================
In order to demonstrate only this mod and exactly as it is all videos and screenshots are in-game footage without any further post-editing and without any additional mods applied.
However, feel free to use other mods as well.
Because this mod covers vast areas these 16 screenshots are by far not complete so please consider them just as a hint to give a first impression.
===============================
Changelog
===============================
===============================
Version 4.2
===============================
- Fixed floating or immersed palms and trees that were added in version 4.0
- Relocated trees that were clipping with a bunker (when MP maps are enabled)
===============================
Version 4.1
===============================
- Refactored static collision models to significantly reduce the demand on pools phInstGta and StaticBounds.Especially for those using the mod on FiveM this is an important change.
- Compatibility with MP maps
- Compatibility with Liberty City V Remix
- Refactored LOD models:
- Replaced LOD and SLOD textures for large bushes and Redwood tree.
- Added more LOD textures for various palms.
- Reworked plane for top-down view so that it is only visible when viewing from above.
- Added two additional front planes for large bushes, oak and eucalyptus tree
- Provided FiveM resource bundle for client-side usage.
- Reworked area at Los Santos airport.
- Moved some props that were clipping with Designer House by BigShaqNOKetchup.
- Moved some props that were clipping with Star Mansion by JDeezNutz.
- Slightly reworked props at "Sessanta Nove".
===============================
Version 4.0
===============================
- Moved many props to Forests of San Andreas and vice versa so that both mods no longer overlap. Then relocated colliding props in the area where both mods previously overlapped.
- Merged props from version 1.3 by le__AK (adds over 8500 new props but 2000 of them moved to Forests of San Andreas).
- Added some more props, changed (relocated, replaced, scaled, ...) some props and removed a few props.
===============================
Version 3.4
===============================
- Fixed floating trees when using NaturalVision Evolved (caused by the replacement models for prop_tree_pine_01 and prop_w_r_cedar_01 since they have a higher pivot point).
- Slightly reworked LOD and SLOD models ("hat" for top view is more flat and is positioned depending on the prop).
- Reworked static collision models by splitting content into regular (no prefix) and high (prefix hi@) models.
===============================
Version 3.3
===============================
- Multi-partitioned maps and major refactoring of lod and slod models (increases performance and significantly reduces required pool size of "Building").
- Adjusted brightness of some LOD and SLOD textures.
- Reduced size of static collision models by only providing static collision models of props with a scaling not close to 1.
- Fixed some floating ficus trees (prop_tree_lficus_*).
- Removed cash pile (prop_anim_cash_pile_02) in front of Michael's house. (thanks to -EcLiPsE- for reporting)
- Changed some entities that were colliding with map add-on Franklin Mega Garage by emme10. (thanks to oozh for reporting)
- Moved some palms that were clipping with Malibu Mansion by BigShaqNOKetchup. (thanks to Lil Peek-up for reporting)
===============================
Version 3.2
===============================
- Reworked area at Hotel von Crastenburg.
- Increased LOD distance for small props.
- Added LOD and SLOD models for Prop_Tree_Mquite_01, Prop_Rio_Del_01 and Prop_Rus_Olive.
- Reworked textures for LOD and SLOD models of maple trees (Prop_Tree_Maple_02 and Prop_Tree_Maple_03).
- Changed all entities with priority level high, medium, low to level required to avoid entities not beeing displayed (see GTAFORUMS Topic "[REL|V] V PropRestore" for further information).
- Recalculated Z coordinates of trees and palms for a more versatile appearance.
- Removed three bollards and a tree that were conflicting with story missions (thanks to Xotiic92).
- Replaced some bollards (prop_bollard_05) by road poles (prop_roadpole_01a).
- Changed a few props (relocated, replaced, scaled, ...).
===============================
Version 3.1
===============================
Visual changes:
- Removed most of the litter, card piles, boxes, ... that were part of the previous version. This does NOT mean that these props are removed from other mods or even from the original map.
- Fixed three floating birch trees (Prop_Tree_Birch_05).
- Reworked LOD models to get less noticiable transitions from LOD to HD entities (especially for palms the transition is now considerably smoother).
- Added LOD and SLOD models for ficus trees (Prop_Tree_LFicus_*).
- Recalculated distance when to change from HD to LOD model.
- Turned (around z axis) and slightly tilted trees and palms that previously had no rotation (to get a more versatile look).
- Reduced size of some huge palms.
- Changed a few props (relocated, replaced, scaled, ...).
Other changes:
- Reduced extents of static collision models and slod models.
- Reduced/recalculated distance when to change from LOD to SLOD1 (increases performance without noticible affecting visual appearance).
- Fixed non-tree entities (like small vegetations, newspaper boxes, benches, ...) that shouldn't be static (so now they interact physically when hit by a car, on explosions, ...).
===============================
Version 3.0
===============================
Main purpose of this version was to significantly increase performance and ensure stability. This is achieved by the following changes:
- Created textures and models for medium far distance view (LOD models) for vegetation entities.
- In addition to medium far distance view models (LOD models) three further far distance view models were created (SLOD1 to SLOD3 models).
- Reduced/recalculated values for far distance view models (in accordance to their size) to be more consistent with other entities.
- Performed clustering of entities to get reasonable chunks of maps (to get rid of having some ymap files with huge extents).
Visual changes:
- Fixed some floating vegetation entities.
- Enabled reflections of vegetation (that is because for reflections LOD and SLOD1 to SLOD3 models are used).
Other changes:
- Fixed wrong collisions by providing static collision models (before only embedded collision was used but since embedded collision ignores scaling every scaled tree ended up with a wrong collision).
- Provided OIV installation and uninstallation file.
- Provided FiveM resource bundle for server-side usage.
===============================
Previous versions
===============================
See GTA V Remastered by le__AK
===============================
Overview of added props
===============================
bushes: 1150
cacti: 246
joshua trees: 137
crops: 269
palms: 3424
trees: 5022
potted plants: 279
misc vegetation: 760
rocks: 123
seats & tables: 478
others: 1607
----------------------------------------------------
total: 13495
Перше завантаження: 07 Грудня 2021
Останнє оновлення 01 Березня 2023
Last Downloaded: хвилина назад
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@Larcius Good day.
Judging by the assembly.xml from the mod, it doesn't modify any game/mod folder files baside the dlc list and it just adds the dlc.rpf of the mod in the right folder, so it can be installed/uninstalled with no problem. Is this correct?
12 Лютого 2023 -
Ok, I get an instant crash (no error windows, the game just closes) after loading the game in SP mode with this mod enabled, even with Heap Limit Adjuster.
What could be the issue? I don't have Forests of San Andreas, vehicle packs or somthing similar.
13 Лютого 2023 -
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@Dextrous33 are you sure you're using v4.1? I reworked the area at the airport so that there are no more trees and palms near the runway.
16 Лютого 2023 -
@Larcius Not sure how I didn't notice this but there's a small collision issue with one of the streetlights from City Lights https://www.gta5-mods.com/maps/citylights-v1-visualparadox with your mod near Michael's House. I would send you an image but I'm not sure how to do that. I'm hoping you can still find a way to fix it and if not, I understand.
18 Лютого 2023 -
@Larcius You're right, I was using an older version. Thank you for the reply!
22 Лютого 2023 -
@Larcius
Hey, Can you create a mod where game day ends early? the Brazilian time zone? like this video: https://www.youtube.com/watch?v=DLv7faZn16s&t=11s22 Лютого 2023 -
After installing it, a bunch of previously deleted coronas have started to appear in my dlc cars. Is there a way to fix this? anyone?
24 Лютого 2023 -
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@unitedOrange66 just added the changelog here on gta5-mods. And as always there is a Changelog.txt in each ZIP archive.
01 Березня 2023 -
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I Love your work, and I really appreciate your respect for the developers that the trees sometimes connect to.
03 Березня 2023 -
thanks you so much that your removed the trees under the mlo designer house...very good job.
05 Березня 2023 -
small issue: floating brick and bag on street of franklin aunt house near the corner store
10 днів назад -
@Larcius hi .. hope you are doing fine and well .. i love your work on both mods ... but i have came a cross a glitch in gta 5 remastrered the map is not loading when u go above in the sky and when u come really close to it then the map loads ... i think there is a LOD problem and i am using quant v3.0 as a graphics mod hope u can help me with this again i really like your work and u have done an amazing job as creator
https://ibb.co/DMRsXWP
a link to the lod problem or texture problem and i also done it by removing my all mods but it still happens hope u can help in any way9 днів назад -
@iLLyst probably as long as you don't add the extra vegetation option that NVE has. I think I've tested this mod before using nve it works perfectly fine
20 hours ago
Happy to announce that I released "GTA V Remastered: Ultimate". If you are interested please visit my Patreon page for more information:
https://www.patreon.com/larcius