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@Remix As a temp fix, what you can do is take the ymap file from my mod and put it into the same DLC folder as Forests of Chilliad, (or vice versa), that way both ymaps are loaded from the same DLC. I've done this numerous times when testing certain map mods
@Remix It should be compatible with any tree mod, though my trees may be hard to spot with Forests of Chilliad.
Only issues I could see is trees from different mods clipping into each other.
@jamesays Originally, I tried making it so that the Redwood trees were the only ones scaled to be bigger. This looked to repetitious though in practice, so I started swapping them for cedar trees and the lie.
The main reason the trees are the sizes they are is so I can easily fill an entire area and have it look dense while also not spamming objects everywhere and lowering performance. I do agree some of them are too big, espeacially the ones near Fort Zancudo. I've already scaled down a few of them, notably on the west side of mount chilliad. I'll adjust some more.
@Its_weeds Thank you. I'll probably add a medium setting and the current default setting will be high settings. I'll get on that tonight I think.
@NB370 There are tutorials on the internet but basically you follow the same structure Rockstar does for their DLC.
@ikt Very normal for any map mod that adds large amounts of new objects. There's no proper way to do lods yet, so stuff is still rendered at full detail regardless of distance. The amount of trees alone will tank your frame rate as well.
Gonna need some feedback on the low draw distance version. The draw distance in that version is 800 right now but I feel it may be too low, may increase it in a future version if people find the pop-in too annoying.
Ideally when we are able to properly add lods to the game this shouldn't be needed.
@Mrblaok39 Most online vehicles despawn or are unable to be used if they somehow exist in singleplayer. A lot of trainers and mods have the option to undo this.
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.