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@jjj777 this mod can be used as standalone or in combination with my other mods. But since this mod replaces HD models you need to ensure that no other mod replaces the same archetypes/models. For example, NVE provides such models. So to use this mod with NVE you need to remove the line
<Item>dlcpacks:/NVE_vegetation/</Item>
from your dlclist.xml
@sleepykevin on the one hand it performs better because of missing leaves but on the other hand calculating shadows is actually more demanding. but those effects are both rather negligible and overall this mod doesn't really affect performance.
I would like to thank all my patrons who made this possible and hope that others appreciate their financial support.
Check out my Patreon for more mods:
https://www.patreon.com/larcius
I would like to thank all my patrons who made this possible and hope that others appreciate their financial support.
At https://www.patreon.com/posts/116590255 you can see screenshots using this mod in combination with GTA V Remastered: Ultimate and Forests of San Andreas: Ultimate.
@nizami123 yes, actually all the screenshots were taken using all of my mods (GTA V Remastered: Enhanced, Forests of San Andreas: Revised, Vegetation reflection). I will also upload some screenshots using this mod in combination with the Ultimate editions (available on my patreon https://www.patreon.com/c/larcius).
@john999 I already prepared a FiveM-Client release. That is working except that FiveM does not consider the stated order (general issue of FiveM) so it is not possible to reliably overwrite the LOD and reflection textures. I'm trying to find a solution to that but maybe I just have to release that FiveM-Client with some additional instructions how to remove the LOD textures from my other mods so that it is fully working just like this SP release.
@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/967873518991712288/1089095105400545290
@shifuguru yes, I already resolved these collisions. Will release it in a few days.
@schnurboy I cannot confirm that. My tests revealed that if you put the default.fxc in update.rpf then it doesn't matter what default.fxc is in update2.rpf
Please contact me on discord (larcius_gaming) to further discuss that.
@LukasMarks09 Paleto Bay is covered by my other mod "Forests of San Andreas".