Hi everyone. There is a new update now available.
Download Here: https://www.patreon.com/posts/for-gold-and-37165330
October 2nd Change Log:
Fixed the issue with Frame Scaling / Resolution Scaling in Single Player, FiveM and RageMP
Added tessellation to ocean water (EnableWater)
Added the ability to change emergency vehicle light intensity under [LIGHTARTIFICIAL]
Added Subsurface Scattering (SSS) to all character and pedestrian models (EnableSubSurfaceScattering)
Added the 'WetnessAmount' parameter to [RAINREFLECTION] for each time of day
September 30th Change Log:
Updated previously added roads with improvements to the specular texture and models
Added new high-quality parallax roads, pavement textures and smoking manholes to the area surrounding Legion Square as part of the roads overhaul
Added a new Palm Tree model and new Olive Tree model with improved textures, proper vertex paint, LOD models and tessellation as part of the vegetation overhaul
Added high-resolution fire, muzzle, tracer and smoke particle textures
Added a high-resolution texture for both the interior and exterior of burnt vehicles
Increased the emissive intensity, size and duration of various fire particle effects for realism purposes. Increased visibility and duration of fire ignited by shooting petrol via jerry can
Fixed z-placement of ember particles on campfires across the map
Improved vehicle explosions by increasing particles count, adjusting particles size, increasing size of explosions and modifying the duration of various explosion effects
Slightly increased the intensity of the shockwave effect after blowing up a vehicle
Increased the amount of glass fragment particles when shooting out vehicle windows. Glass fragments now stay on the ground for up to a minute
Added dust devils to the countryside desert location. Spawns about every five minutes in-game (Thanks Modifiver)
Further adjusted the global and fullbeam intensity of vehicle headlights for a more balanced look
Reduced the emissive intensity of lights on the Space Docker vehicle. Now it looks fine when used in combination with the "Brighter Emergency Lights" add-on
Removed the Crucial Fix Coffee building from FiveM due to a conflict with custom interiors used online
Upgraded the Vanilla Unicorn Strip Club for Platinum Supporters. Includes new high-resolution parallaxed textures, neon lights and an improved atmosphere
Added a new experimental Bloom shader
Created a new optional add-on for FiveM called "Roads Overhaul Pack" for easy add / removal purposes
Fixed a bug where the game would crash when an explosion occurs at certain gas stations
Fixed an issue in FiveM and RageMP with the tonemapping suddenly changing in Foggy weather when you travel between Los Santos and Blaine County
Fixed an issue with lights not showing properly on the Sprunk banner and at the Gentry Manor hotel located in West Vinewood
Fixed an issue with the LOD model for the Gentry Manor hotel not showing building lights. This issue is present in vanilla GTAV
Fixed an issue with the LOD model and textures popping in for the Flow Water banner on the Pacific Standard bank building. This issue is present in vanilla GTAV
Fixed an issue with missing bark textures on new palm tree models
Fixed an issue with missing collisions on new palm tree models
Fixed an issue regarding low FPS when outside the Vanilla Unicorn strip club or the Car Wash in Strawberry while using the "New Street Lights" or "Decreased Vanilla Street Lights" add-ons
Fixed an issue with incorrect water reflections near the Land Act Reservoir at night time
Fixed an issue with the mirror floor tiling at the Little Seoul Metro Station
Fixed an issue with incorrect LOD textures on the boardwalk near Vespucci Beach
Added working support for altV once again
Misc. adjustments and tweaksKnown Issues:
Collision placement is not proper with the new Oive Tree model. This will be fixed in the future. It will take time to fix this because we have to edit dozens of .ybn files.
Farthest LOD on the new Olive Tree model is still using the vanilla tree. This will be fixed in the future.