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Status update for those that still follow this:
I've been quite busy in life lately but I have time to work on this again. LODs are #1 issue right right now however. I want the mod to run relatively well on most machines, but because the trees are rendered in full detail right now regardless of distance this limits how much I can do. Until we have a way to efficiently add lods using codewalker (there are ways but it would be too time consuming with how many trees are already placed), I can't add a lot more trees right now.
The next version will have more trees in the canyon area, this will probably be the last addition for now. I am also including a version with the draw distance significantly reduced for lower end machines. Update will be out hopefully later this week.
@Remix I did some fiddling, the folder name will be called "aesthetictrees" instead of custom_maps in verison 1.4.
@Remix The reason both mods are named custom_maps is because I think we both used the same template for making DLC mods.
I've tried changing the name before on the first version but ran into issues loading the mod after doing that. If I can get it working, yes I'll change the name of the folder.
I did however clarify in the description how you can make both mods work together, just put the ymap files from both mods in the same custom_maps folder and both will load.
@SLY95ZER Until we can figure out how to get lods working properly, performance drops are unavoidable.
@nkjellman Lods in general are thing we need to work on fast as these map mods are able to do more Everything to do it is there, we just need a way to do it that isn't tedious.
@Aaron Smith I'm well aware, but trees were tilted to stay consistant with Rockstar's tree places and attempt to make things seem a little less copy and pasted everywhere. The effect wears off once you realize the game utilizes only about 4 different tree models through the entire map. Re-scaling and tilting them is what Rockstar did to solve this problem, so I've done the same.
Honestly, after hours of looking at Rockstar's tree placements and numbers in codewalker, there are a lot of times I've said "Trees don't grow like that", but I've tried to stay consistent with their placements anyway. It's just more obvious since I've made trees large. I'm working on 1.3 right now and I'll dial back some of the leaning, but not all of them.
@Remix I very well can, it will just take a bit of time.
@Remix Beta Vegatation and props has a script that unloads its trees near mount chilliad to make it compatible with my mod.
Forests of Chilliad can work with it, but I am certain some trees would clip together.
Version 1.2 pending approval. Changes:
+Added a bunch of redwoods to the mountain next to Lagoon Zancudo, Paleto Forest, and the area behind the prison
+More trees in Raton Canyon
* Fixed some phantom ghost trees that didn't have their lod distance set correctly
@krissboo It technically can be used with it (just put the ymap files from both mods in the same folders), however I did not intend for them to be used with each other therefore some trees might clip into eachother. Both my mod and The Forests of Chilliad have some different goals in mind, personally I don't like the same exact tree model spammed everywhere which is why I made this mod using different trees resized, and in special areas rather than everywhere.
Down the line I might add compatibility, but this would mean removing all trees except for the ones behind mount gordo.