Changelog: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 (https://www.gta5-mods.com/maps/forest-mansion).
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 noticible 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 (https://www.gta5-mods.com/tools/scripthookv-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 explisions, …)
Provided static collision model for cabin
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)