341.448
1.151
-
08 Martie 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 GTA V Remastered as well please be sure that you have installed version 4.0 or newer of that mod.
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:
===============================
Notes
===============================
This mod is compatible with GTA V Remastered: Enhanced as long as you are using version 4.0 or newer of both mods.
To enable reflection of vegetation from the original game please get my other mod as well: Vegetation reflection
=================================
Credits
=================================
This map is based on the map Forests of San Andreas in version 2.2 (RRC edition) by JRod
I want to thank him very much for that great map and his permission to publish this extension.
Despite my own tools/scripts the following tools were involved:
- OpenIV: importing files from openformats to binary code
- CodeWalker: editing entities and scenarios, exporting and importing shader
- HLSLDecompiler: decompiling shader (from DXBC byte code to HLSL source code)
- FXC: compiling shader (from HLSL source code to DXBC byte code)
===============================
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 15 screenshots are by far not complete so please consider them just as a hint to give a first impression.
===============================
CHANGELOG
===============================
===============================
Version 5.4
===============================
- Relocated trees that were clipping with Design Mansion by Leuge56.
- Relocated trees that were clipping with Beach Mansion 4 by Leuge56.
- Added cacti and joshua trees to LOD and reflection models.
===============================
Version 5.3
===============================
- Extracted entities with no LOD parent into separate ymaps (with suffix _strm).
- Relocated trees that were clipping with Harmony Repair by HG Designs.
- Relocated trees and cacti that were clipping with R68: Sheriff & Hosp by kiiya.
- Relocated trees that were clipping with Wild House 2 by Leuge56.
- Renamed script (for entering the shelter) to FoSAShelter.3.cs so that it is executed using Script Hook V .NET v3 API instead of deprecated v2.
===============================
Version 5.2
===============================
- Updated script (for entering the shelter) to resolve to Script Hook V .NET v3 instead of deprecated v2. (thanks to Michael21107 for reporting)
- Relocated trees that were clipping with Harmony FD Station by RedSaint Modifications.
===============================
Version 5.1
===============================
- Improved reflection models by adding another horizontal plane to larger vegetation.
- Reworked area at San Chianski Mountain Range and El Gordo Lighthouse by adding another 270 trees and bushes.
- Relocated tree that was clipping with LordCity by jin007. (thanks to Starfox1993 for reporting)
- Relocated trees that were clipping with Chiliad Town by DANIX.
===============================
Version 5.0
===============================
- In areas at Grand Senora Desert, Harmony, RON Wind Farm and around Bolingbroke Penitentiary replaced redwood and cedar trees by cacti, joshua, ficus and eucalyptus trees resulting in a harmonic transition from desert to forest.
- In all other areas of the southern part replaced redwood trees by cedars and pines.
- Added over six hundred new trees and bushes to the southern part.
- Added dedicated models used for reflections in cars, puddles and on wet streets.
- Adapted shader for proper rendering of dedicated reflection models.
- Improved SLOD1 models to get a smooth transition from LOD to SLOD1 which allowed decreasing LOD drawing distance.
- Relocated trees that were clipping with "Lumberjack Jobs" by Polat (https://polat.tebex.io/package/5364310). (thanks to Hatler for reporting)
- Relocated trees that were clipping with "Lumberjack Jobs" by 17-Movement (https://store.17movement.net/package/5814791).
- Changed cargens (flags, colors and some models) (thanks to JRod)
===============================
Version 4.4
===============================
- Added more variety to bush, palm and tree tilts.
- Fixed corrupted references to adjacent polygons in static collision files.
- Relocated trees that were clipping with Tropical Villa by Leuge56.
===============================
Version 4.3
===============================
- Relocated trees that were clipping with Mafia Mansion by Leuge56.
===============================
Version 4.2
===============================
- Fixed floating or immersed palms and trees that were added in version 4.0
- Relocated trees that were clipping with bunkers (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.
- Fixed entities and streaming extents of some misc ymaps.
- Relocated trees that were clipping with Forest Mansion by guillaume56.
===============================
Version 4.0
===============================
- Moved many props to GTA V Remastered and vice versa so that both mods no longer overlap. Then relocated colliding props in the area where both mods previously overlapped.
- Added over 2000 new props by merging props from GTA V Remastered v1.3 by le__AK (which adds over 8500 new props but 6500 of them remain in GTA V Remastered).
- Switched prefix from forest_* to forests_* to avoid hash collision (forest_s_d_135_lod and bh1_48_balustradb both result in hash value 0x7D7A3327). (thanks to Brainfire for reporting)
- Fixed flags of some non-vegetational entities.
===============================
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.
Changes by JRod:
- Reworked a scenario file (countryside_ne.ymt).
===============================
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.
- Rearranged packages so that it is possible to install the northern and the southern part independently (only north, only south or both).
- Edited tree that were clipping with one of the watchtowers of Firewatch Lookout Towers by PNWParksFan. (thanks to ReNNie for reporting)
===============================
Version 3.2
===============================
- Slightly reworked LOD models.
- 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 https://gtaforums.com/topic/919609-relv-v-proprestore/ for further information).
- Recalculated Z coordinates of trees so that the trunk is as high as possible but still not floating.
- Reduced/recalculated distance when to change from LOD to SLOD1 (increases performance without noticable affecting visual appearance).
- Replaced jacada trees (the pink ones) by olive trees.
- Replaced many of the dead trees by healthy ones.
- Restructured ymap files.
Changes by JRod:
- Added 27 cargens which were once part of version 2.2 and reworked some of them.
- Replaced, deleted, added some non-vegetational props and fixed clipping/floating props.
Changes by Alex106:
- Added a script to allow entering the shelter at coordinates -491.34, 2235.70, 150.87 (this requires Script Hook V .NET in order to work).
===============================
Version 3.1
===============================
Visual changes:
- Replaced single standing redwood trees (TEST_Tree_Forest_Trunk_01) by other trees.
- Edited a few trees (relocated, rescaled, changed model, ...).
- Added a few trees.
- Slight rework at silo hatch.
Other changes:
- Reduced extents of static collision models and slod models.
- Reduced/recalculated values for far distance view non-tree models.
- Recalculated distance when to change from HD to LOD (slightly reduced large entities and increased for small entities).
- Reduced/recalculated distance when to change from LOD to SLOD1.
- Fixed non-tree entities (like boxes, chairs, barrels, ...) that shouldn't be static (so now they interact physically when hit by a car, on explosions, ...).
- Provided static collision model for cabin.
- Provided OIV uninstallation file.
===============================
Version 3.0
===============================
Visual changes:
- Replaced most trees by a large diversity of trees (instead of just two different tree models now there are 26 different models, see "detailed list of trees" at bottom of page for more details).
- Changed scaling/size of trees.
- Reduced tilt of trees in accordance to their height.
- Recalculated Z coordinate of every tree.
- Created textures and models for medium far distance view (LOD models) for every kind of tree.
- In addition to medium far distance view models (LOD models) three further far distance view models were created (SLOD1 to SLOD3 models).
- Enabled reflections of trees in water (that is because for reflections mainly SLOD1 to SLOD3 models are used).
- Relocated some trees.
- Added a few trees.
- Reworked observation points "Raton Canyon" and "East Alamo View".
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 model).
- Reduced/recalculated values for far distance view models (in accordance to their height) to be more consistent with other entities.
(before Redwood trees had a very high value which heavily affected performance and forced users to reduce "Extended Distance Scaling" under "Advanced Graphics") - Extracted non-tree entities in separated files (ymap).
- Performed clustering of trees to get reasonable chunks of maps (to get rid of having some ymap files with huge extents).
- Provided OIV installation file.
- Provided FiveM resource bundle for server-side usage. (thanks to leonad1125)
===============================
Overview of added props
===============================
===============================
northern part
===============================
bushes: 23
trees: 4998
others: 517
----------------------------------------------------
total north: 5538
===============================
southern part
===============================
bushes: 678
cacti: 129
joshua trees: 306
palms: 11
trees: 6814
rocks: 85
others: 205
----------------------------------------------------
total south: 8228
===============================
summary
===============================
total north: 5538
total south: 8228
----------------------------------------------------
total: 13766
Primul incarcat: 25 Noiembrie 2021
Ultimul incarcat: 16 Octombrie 2024
Last Downloaded: 1 minute ago
All Versions
445 Comentarii
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 GTA V Remastered as well please be sure that you have installed version 4.0 or newer of that mod.
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:
===============================
Notes
===============================
This mod is compatible with GTA V Remastered: Enhanced as long as you are using version 4.0 or newer of both mods.
To enable reflection of vegetation from the original game please get my other mod as well: Vegetation reflection
=================================
Credits
=================================
This map is based on the map Forests of San Andreas in version 2.2 (RRC edition) by JRod
I want to thank him very much for that great map and his permission to publish this extension.
Despite my own tools/scripts the following tools were involved:
- OpenIV: importing files from openformats to binary code
- CodeWalker: editing entities and scenarios, exporting and importing shader
- HLSLDecompiler: decompiling shader (from DXBC byte code to HLSL source code)
- FXC: compiling shader (from HLSL source code to DXBC byte code)
===============================
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 15 screenshots are by far not complete so please consider them just as a hint to give a first impression.
===============================
CHANGELOG
===============================
===============================
Version 5.4
===============================
- Relocated trees that were clipping with Design Mansion by Leuge56.
- Relocated trees that were clipping with Beach Mansion 4 by Leuge56.
- Added cacti and joshua trees to LOD and reflection models.
===============================
Version 5.3
===============================
- Extracted entities with no LOD parent into separate ymaps (with suffix _strm).
- Relocated trees that were clipping with Harmony Repair by HG Designs.
- Relocated trees and cacti that were clipping with R68: Sheriff & Hosp by kiiya.
- Relocated trees that were clipping with Wild House 2 by Leuge56.
- Renamed script (for entering the shelter) to FoSAShelter.3.cs so that it is executed using Script Hook V .NET v3 API instead of deprecated v2.
===============================
Version 5.2
===============================
- Updated script (for entering the shelter) to resolve to Script Hook V .NET v3 instead of deprecated v2. (thanks to Michael21107 for reporting)
- Relocated trees that were clipping with Harmony FD Station by RedSaint Modifications.
===============================
Version 5.1
===============================
- Improved reflection models by adding another horizontal plane to larger vegetation.
- Reworked area at San Chianski Mountain Range and El Gordo Lighthouse by adding another 270 trees and bushes.
- Relocated tree that was clipping with LordCity by jin007. (thanks to Starfox1993 for reporting)
- Relocated trees that were clipping with Chiliad Town by DANIX.
===============================
Version 5.0
===============================
- In areas at Grand Senora Desert, Harmony, RON Wind Farm and around Bolingbroke Penitentiary replaced redwood and cedar trees by cacti, joshua, ficus and eucalyptus trees resulting in a harmonic transition from desert to forest.
- In all other areas of the southern part replaced redwood trees by cedars and pines.
- Added over six hundred new trees and bushes to the southern part.
- Added dedicated models used for reflections in cars, puddles and on wet streets.
- Adapted shader for proper rendering of dedicated reflection models.
- Improved SLOD1 models to get a smooth transition from LOD to SLOD1 which allowed decreasing LOD drawing distance.
- Relocated trees that were clipping with "Lumberjack Jobs" by Polat (https://polat.tebex.io/package/5364310). (thanks to Hatler for reporting)
- Relocated trees that were clipping with "Lumberjack Jobs" by 17-Movement (https://store.17movement.net/package/5814791).
- Changed cargens (flags, colors and some models) (thanks to JRod)
===============================
Version 4.4
===============================
- Added more variety to bush, palm and tree tilts.
- Fixed corrupted references to adjacent polygons in static collision files.
- Relocated trees that were clipping with Tropical Villa by Leuge56.
===============================
Version 4.3
===============================
- Relocated trees that were clipping with Mafia Mansion by Leuge56.
===============================
Version 4.2
===============================
- Fixed floating or immersed palms and trees that were added in version 4.0
- Relocated trees that were clipping with bunkers (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.
- Fixed entities and streaming extents of some misc ymaps.
- Relocated trees that were clipping with Forest Mansion by guillaume56.
===============================
Version 4.0
===============================
- Moved many props to GTA V Remastered and vice versa so that both mods no longer overlap. Then relocated colliding props in the area where both mods previously overlapped.
- Added over 2000 new props by merging props from GTA V Remastered v1.3 by le__AK (which adds over 8500 new props but 6500 of them remain in GTA V Remastered).
- Switched prefix from forest_* to forests_* to avoid hash collision (forest_s_d_135_lod and bh1_48_balustradb both result in hash value 0x7D7A3327). (thanks to Brainfire for reporting)
- Fixed flags of some non-vegetational entities.
===============================
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.
Changes by JRod:
- Reworked a scenario file (countryside_ne.ymt).
===============================
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.
- Rearranged packages so that it is possible to install the northern and the southern part independently (only north, only south or both).
- Edited tree that were clipping with one of the watchtowers of Firewatch Lookout Towers by PNWParksFan. (thanks to ReNNie for reporting)
===============================
Version 3.2
===============================
- Slightly reworked LOD models.
- 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 https://gtaforums.com/topic/919609-relv-v-proprestore/ for further information).
- Recalculated Z coordinates of trees so that the trunk is as high as possible but still not floating.
- Reduced/recalculated distance when to change from LOD to SLOD1 (increases performance without noticable affecting visual appearance).
- Replaced jacada trees (the pink ones) by olive trees.
- Replaced many of the dead trees by healthy ones.
- Restructured ymap files.
Changes by JRod:
- Added 27 cargens which were once part of version 2.2 and reworked some of them.
- Replaced, deleted, added some non-vegetational props and fixed clipping/floating props.
Changes by Alex106:
- Added a script to allow entering the shelter at coordinates -491.34, 2235.70, 150.87 (this requires Script Hook V .NET in order to work).
===============================
Version 3.1
===============================
Visual changes:
- Replaced single standing redwood trees (TEST_Tree_Forest_Trunk_01) by other trees.
- Edited a few trees (relocated, rescaled, changed model, ...).
- Added a few trees.
- Slight rework at silo hatch.
Other changes:
- Reduced extents of static collision models and slod models.
- Reduced/recalculated values for far distance view non-tree models.
- Recalculated distance when to change from HD to LOD (slightly reduced large entities and increased for small entities).
- Reduced/recalculated distance when to change from LOD to SLOD1.
- Fixed non-tree entities (like boxes, chairs, barrels, ...) that shouldn't be static (so now they interact physically when hit by a car, on explosions, ...).
- Provided static collision model for cabin.
- Provided OIV uninstallation file.
===============================
Version 3.0
===============================
Visual changes:
- Replaced most trees by a large diversity of trees (instead of just two different tree models now there are 26 different models, see "detailed list of trees" at bottom of page for more details).
- Changed scaling/size of trees.
- Reduced tilt of trees in accordance to their height.
- Recalculated Z coordinate of every tree.
- Created textures and models for medium far distance view (LOD models) for every kind of tree.
- In addition to medium far distance view models (LOD models) three further far distance view models were created (SLOD1 to SLOD3 models).
- Enabled reflections of trees in water (that is because for reflections mainly SLOD1 to SLOD3 models are used).
- Relocated some trees.
- Added a few trees.
- Reworked observation points "Raton Canyon" and "East Alamo View".
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 model).
- Reduced/recalculated values for far distance view models (in accordance to their height) to be more consistent with other entities.
(before Redwood trees had a very high value which heavily affected performance and forced users to reduce "Extended Distance Scaling" under "Advanced Graphics") - Extracted non-tree entities in separated files (ymap).
- Performed clustering of trees to get reasonable chunks of maps (to get rid of having some ymap files with huge extents).
- Provided OIV installation file.
- Provided FiveM resource bundle for server-side usage. (thanks to leonad1125)
===============================
Overview of added props
===============================
===============================
northern part
===============================
bushes: 23
trees: 4998
others: 517
----------------------------------------------------
total north: 5538
===============================
southern part
===============================
bushes: 678
cacti: 129
joshua trees: 306
palms: 11
trees: 6814
rocks: 85
others: 205
----------------------------------------------------
total south: 8228
===============================
summary
===============================
total north: 5538
total south: 8228
----------------------------------------------------
total: 13766
Primul incarcat: 25 Noiembrie 2021
Ultimul incarcat: 16 Octombrie 2024
Last Downloaded: 1 minute ago
-
-
no showstoppers, and very low priority of course, but I noticed a few slightly unfortunate tree placements that interfere with two of the stunt plane challenges, and one parachute jump https://www.youtube.com/watch?v=ccFuAvKiBYQ (the full description for the video gives specific markers/timestamps of where the problems are)
23 August 2024 -
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-
-
Bro, my game crashes hard, damn it(( bro, I beg you, please make a new update- update this dermo! Thanks!!
06 Septembrie 2024 -
-
Howdy! My game crashes since I uninstalled it via the uninstall.oiv. Tried reinstalling again, but still crashes. Any help is appreciated! Thanks in advance!
26 Septembrie 2024 -
-
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Im havin trouble with my ymap. Ive got over 100k objects 🤣 scattered around the map and all those objects have physics (dynamic collision boxes/tables/fences etc etc) how to reduce those big lag spikes. Fps itself isnt too muhc of a problem but there r some big lack spikes like a fraction of a second when the fps drops to 1-3 yeah 1-3! And this happens when entering the areas that have a LOT of objects. The same lag apike also happens when leaving those areas… how to make it easier for the game and my pc to render those? Is there any ”easy” methods to reduce lag without actually deleting objects?
in urma cu 9 zile -
Love this mod, would greatly appreciate support for the following map: https://www.gta5-mods.com/maps/dnx-chiliad-town-early-access
in urma cu 3 zile -
@shifuguru yes, I already resolved these collisions. Will release it in a few days.
in urma cu 2 zile -
@VILZUPLAYER1 you need to cluster your entities in several ymaps so that each ymap has reasonable entity and streaming extends. And you need use reasonable drawing distances. For both of that you can use my modding utils, which calculate drawing distances (via --sanitizer=on) according to the entity size and perform clustering (via --clustering=on) as well.
https://github.com/Larcius/gta5-modding-utils
These tools can also create static collision models, reflection models and maps as well as LOD models and maps.
However, these tools are for advanced users only (no GUI) and the initial setup is a bit complicated.
For further questions please visit this Discord channel
https://discord.com/channels/967873518991712288/1089095105400545290in urma cu 2 zile -
you obviously didnt test this the final stunt trial is literally impossible because the amount of trees inside checkpoints
7 hours ago
Happy to announce that I released "Forests of San Andreas: Ultimate". If you are interested please visit my Patreon page for more information:
https://www.patreon.com/larcius