@AntiSchmanti you can only edit and delete entities that are not linked to a LOD model (i.e. <lodLevel>LODTYPES_DEPTH_ORPHANHD</lodLevel>) and that aren't part of static collision models (i.e. <flags value="X"/> with flag 4 "disable embedded collisions" is set in X). Otherwise you need to adapt the LOD parenting chain, the LOD/SLOD models and static collision models, which is quite nasty to do by hand. What you can do is to delete whole areas. You can do this by removing every ymap and ybn file with that prefix. So in your case delete all files forests_s_b_*.ymap, forests_s_b_*.ybn, hi@forests_s_b_*.ybn
@PaPi-67 For these reflection models to properly work an adapted shader is required. Because it is not reasonable to assume clients have that shader I don't offer a FiveM server version for this mod.
@TheRuler420 it is not reasonable to assume that a mod that is downloaded over 200 thousand times and rated as 4.85 (that was before your rating) is flawed in such a way that the game crashes. So instead of immediately rating it "bad" you should have taken a look at the readme and/or ask for help.
@eddie0704 Ultimate edition offers way more vegetation. in short: there are 78 thousand entities in the Ultimate edition compared to 13 thousand in Revised. The tree size in Revised edition is actually too large but it was needed to get a reasonable densed forest with that amount of trees. But with the Utimate edition trees height is realistic and still the forest is more densed. Furthermore the east side of Mt. Chilliad is covered by a forest as well in Ultimate edition but not in Revised. Please have a look at this video: https://youtu.be/hsHggQCixCM In the Ultimate edition there are no longer any Redwood trees in the south (but still in the northern part). I decided to replace them by other types of trees since it looked rather unnatural to me. Please check out these videos for a direct comparison between Ultimate and Revised:
Revised: https://youtu.be/jS3Nmndz_E0 Ultimate: https://youtu.be/qRJDnxhXKvc And this short video shows the smoother transition from forest to desert (as of version 4.2 in Ultimate):
https://youtu.be/6x9rjlhJtig Further information and changelogs can be found on my Patreon:
https://www.patreon.com/larcius
@Stryfaar just had a look at VisualV. It is the same as in NVE: The original LOD and SLOD models are adapted by replacing tree_lod.sps by alpha.sps (so then default.fxc is used). In the default.fxc multiple shader are contained and only one of them (PS_TexturedCube.cso) is adapted just like my adaption. The difference is now that my adaption reads the alpha value of a texture pixel first and immediately discards it (so that an object behind it can be seen) if it is translucent while VisualV/NVE runs the full computation for that pixel even though it is not used at the end. Furthermore my adaption gets rid of bright outlines caused by pixels having an alpha value neither 0 nor 1 but something in between. So feel free to use either my adapted shader or the one from VisualV/NVE but in my opinion using my shader looks better and is slightly more performant (but that is barely noticeable).
@ReNNie you need to set reflection quality to at least high. But what you said about your ENB shader is overwriting this one might also be true. Please test it without ENB to confirm that.
@AntiSchmanti you can only edit and delete entities that are not linked to a LOD model (i.e. <lodLevel>LODTYPES_DEPTH_ORPHANHD</lodLevel>) and that aren't part of static collision models (i.e. <flags value="X"/> with flag 4 "disable embedded collisions" is set in X). Otherwise you need to adapt the LOD parenting chain, the LOD/SLOD models and static collision models, which is quite nasty to do by hand. What you can do is to delete whole areas. You can do this by removing every ymap and ybn file with that prefix. So in your case delete all files forests_s_b_*.ymap, forests_s_b_*.ybn, hi@forests_s_b_*.ybn
@PaPi-67 For these reflection models to properly work an adapted shader is required. Because it is not reasonable to assume clients have that shader I don't offer a FiveM server version for this mod.
@llamaxus they are compatible and I tested it with RCA on my own. Please contact me via PM or on discord to further analyze your problem.
@TheRuler420 it is not reasonable to assume that a mod that is downloaded over 200 thousand times and rated as 4.85 (that was before your rating) is flawed in such a way that the game crashes. So instead of immediately rating it "bad" you should have taken a look at the readme and/or ask for help.
@TheRuler420 yes, you need to disable that so that this adapted shader is used.
@eddie0704 Ultimate edition offers way more vegetation. in short: there are 78 thousand entities in the Ultimate edition compared to 13 thousand in Revised. The tree size in Revised edition is actually too large but it was needed to get a reasonable densed forest with that amount of trees. But with the Utimate edition trees height is realistic and still the forest is more densed. Furthermore the east side of Mt. Chilliad is covered by a forest as well in Ultimate edition but not in Revised. Please have a look at this video: https://youtu.be/hsHggQCixCM
In the Ultimate edition there are no longer any Redwood trees in the south (but still in the northern part). I decided to replace them by other types of trees since it looked rather unnatural to me. Please check out these videos for a direct comparison between Ultimate and Revised:
Revised: https://youtu.be/jS3Nmndz_E0
Ultimate: https://youtu.be/qRJDnxhXKvc
And this short video shows the smoother transition from forest to desert (as of version 4.2 in Ultimate):
https://youtu.be/6x9rjlhJtig
Further information and changelogs can be found on my Patreon:
https://www.patreon.com/larcius
@Stryfaar just had a look at VisualV. It is the same as in NVE: The original LOD and SLOD models are adapted by replacing tree_lod.sps by alpha.sps (so then default.fxc is used). In the default.fxc multiple shader are contained and only one of them (PS_TexturedCube.cso) is adapted just like my adaption. The difference is now that my adaption reads the alpha value of a texture pixel first and immediately discards it (so that an object behind it can be seen) if it is translucent while VisualV/NVE runs the full computation for that pixel even though it is not used at the end. Furthermore my adaption gets rid of bright outlines caused by pixels having an alpha value neither 0 nor 1 but something in between. So feel free to use either my adapted shader or the one from VisualV/NVE but in my opinion using my shader looks better and is slightly more performant (but that is barely noticeable).
@ReNNie you need to set reflection quality to at least high. But what you said about your ENB shader is overwriting this one might also be true. Please test it without ENB to confirm that.
@JRod it is always the same default.fxc file, so don't worry to overwrite it.
@William Halverd you can use it with NVE but then you have some duplicated vegetation in reflections. So just give it a try if you notice that.