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@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".
@Yukikaze it's the other way around: NVE added poles and the benches are part of GTA V Remastered. Anyway, I resolved these collisions by relocating these benches.
@eddie0704 I relocated these trees, will be part of the next release.
@bmw740il did you add the original default.fxc or my adapted one? Please contact me on discord (larcius_gaming) to further discuss this topic.
@-frank421- please have a look at troubleshooting.txt in SP.zip
@eddie0704 thank you for reporting. I relocated these trees, will be part of the next release.
@patrick_h_lauke thank you for reporting. I relocated that tree, will be part of the next release.