Download Forests of San Andreas: Revised [Add-On | YMAP | YMT | CARGEN | LODs | OIV | SP | FiveM] V5.0

Forests of San Andreas: Revised 3.0


The following add-ons are required to prevent the game from crashing:



This map is based on the map “Forests of San Andreas” in version 2.2 (RRC edition) by JRod.
I want to thank him very much for that great map and his permission to publish this extension.

Version 5.0
In areas at Grand Senora Desert, Harmony, RON Wind Farm and around Bolingbroke Penitentiary replaced redwood and cedar trees by cacti, joshua, ficus and eucalyptus trees resulting in a harmonic transition from desert to forest.
In all other areas of the southern part replaced redwood trees by cedars and pines.
Added over six hundred new trees and bushes to the southern part.
Added dedicated models used for reflections in cars, puddles and on wet streets.
Adapted shader for proper rendering of dedicated reflection models.
Improved SLOD1 models to get a smooth transition from LOD to SLOD1 which allowed decreasing LOD drawing distance.
Relocated trees that were clipping with “Lumberjack Jobs” by Polat . (thanks to Hatler for reporting)
Relocated trees that were clipping with “Lumberjack Jobs” by 17-Movement.
Changed cargens (flags, colors and some models) (thanks to JRod)

Version 4.4
Added more variety to bush, palm and tree tilts.
Fixed corrupted references to adjacent polygons in static collision files.
Relocated trees that were clipping with Tropical Villa by Leuge56.

Version 4.3
Relocated trees that were clipping with Mafia Mansion by Leuge56.

Version 4.2
Fixed floating or immersed palms and trees that were added in version 4.0
Relocated trees that were clipping with bunkers (when MP maps are enabled)

Version 4.1
Refactored static collision models to significantly reduce the demand on pools phInstGta and StaticBounds.Especially for those using the mod on FiveM this is an important change.
Compatibility with MP maps
Compatibility with Liberty City V Remix
Refactored LOD models:
Replaced LOD and SLOD textures for large bushes and Redwood tree.
Added more LOD textures for various palms.
Reworked plane for top-down view so that it is only visible when viewing from above.
Added two additional front planes for large bushes, oak and eucalyptus tree

Provided FiveM resource bundle for client-side usage.
Fixed entities and streaming extents of some misc ymaps.
Relocated trees that were clipping with “Forest Mansion” by guillaume56 (

Version 4.0
Moved many props to GTA V Remastered and vice versa so that both mods no longer overlap. Then relocated colliding props in the area where both mods previously overlapped.
Added over 2000 new props by merging props from GTA V Remastered v1.3 by le__AK (which adds over 8500 new props but 6500 of them remain in GTA V Remastered).
Switched prefix from forest_* to forests_* to avoid hash collision (forest_s_d_135_lod and bh1_48_balustradb both result in hash value 0x7D7A3327). (thanks to Brainfire for reporting)
Fixed flags of some non-vegetational entities.

Version 3.4

Fixed floating trees when using NaturalVision Evolved (caused by the replacement models for prop_tree_pine_01 and prop_w_r_cedar_01 since they have a higher pivot point).
Slightly reworked LOD and SLOD models (“hat” for top view is more flat and is positioned depending on the prop).
Reworked static collision models by splitting content into regular (no prefix) and high (prefix hi@) models.

Changes by JRod:
Reworked a scenario file (countryside_ne.ymt)

Version 3.3

Multi-partitioned maps and major refactoring of lod and slod models (increases performance and significantly reduces required pool size of “Building”)
Adjusted brightness of some LOD and SLOD textures.
Reduced size of static collision models by only providing static collision models of props with a scaling not close to 1.
Rearranged packages so that it is possible to install the northern and the southern part independently (only north, only south or both).
Edited tree that were clipping with one of the watchtowers of Firewatch Lookout Towers by PNWParksFan (thanks to ReNNie for reporting)

Version 3.2

Slightly reworked LOD models.
Reworked textures for LOD and SLOD models of maple trees (Prop_Tree_Maple_02 and Prop_Tree_Maple_03).
Changed all entities with priority level high, medium, low to level required to avoid entities not beeing displayed (see for further information).
Recalculated Z coordinates of trees so that the trunk is as high as possible but still not floating.
Reduced/recalculated distance when to change from LOD to SLOD1 (increases performance without noticible affecting visual appearance).
Replaced jacada trees (the pink ones) by olive trees.
Replaced many of the dead trees by healthy ones.
Restructured ymap files.

Changes by JRod:

Added 27 cargens which were once part of version 2.2 and reworked some of them.
Replaced, deleted, added some non-vegetational props and fixed clipping/floating props.

Changes by Alex106:

Added a script to allow entering the shelter at coordinates -491.34, 2235.70, 150.87 (this requires Script Hook V .NET ( in order to work).

Version 3.1
Visual changes:

Replaced single standing redwood trees (TEST_Tree_Forest_Trunk_01) by other trees
Edited a few trees (relocated, rescaled, changed model, …)
Added a few trees
Slight rework at silo hatch

Other changes:

Reduced extents of static collision models and slod models
Reduced/recalculated values for far distance view non-tree models
Recalculated distance when to change from HD to LOD (slightly reduced large entities and increased for small entities)
Reduced/recalculated distance when to change from LOD to SLOD1
Fixed non-tree entities (like boxes, chairs, barrels, …) that shouldn’t be static (so now they interact physically when hit by a car, on explisions, …)
Provided static collision model for cabin

Version 3.0
Visual changes:

Replaced most trees by a large diversity of trees (instead of just two different tree models now there are 26 different models, see “detailed list of trees” at bottom of page for more details)
Changed scaling/size of trees
Reduced tilt of trees in accordance to their height
Recalculated Z coordinate of every tree
Created textures and models for medium far distance view (LOD models) for every kind of tree
In addition to medium far distance view models (LOD models) three further far distance view models were created (SLOD1 to SLOD3 models)
Enabled reflections of trees in water (that is because for reflections mainly SLOD1 to SLOD3 models are used)
Relocated some trees
Added a few trees
Reworked observation points “Raton Canyon” and “East Alamo View”

Other changes:

Fixed wrong collisions by providing static collision models (before only embedded collision was used but since embedded collision ignores scaling every scaled tree ended up with a wrong collision model)
Reduced/recalculated values for far distance view models (in accordance to their height) to be more consistent with other entities
(before Redwood trees had a very high value which heavily affected performance and forced users to reduce “Extended Distance Scaling” under “Advanced Graphics”)
Extracted non-tree entities in separated files (.ymap)
Performed clustering of trees to get reasonable chunks of maps (to get rid of having some ymap files with huge extents)

Detailed list of trees
Prop_S_Pine_Dead_01: 179
Prop_Tree_Birch_01: 112
Prop_Tree_Birch_02: 90
Prop_Tree_Birch_03: 15
Prop_Tree_Birch_03b: 13
Prop_Tree_Birch_04: 90
Prop_Tree_Cedar_02: 1105
Prop_Tree_Cedar_03: 1043
Prop_Tree_Cedar_04: 1115
Prop_Tree_Cedar_S_01: 106
Prop_Tree_Cedar_S_02: 26
Prop_Tree_Cedar_S_04: 73
Prop_Tree_Eng_Oak_01: 103
Prop_Tree_Eucalip_01: 49
Prop_Tree_Fallen_Pine_01: 188
Prop_Tree_Jacada_01: 76
Prop_Tree_Jacada_02: 78
Prop_Tree_Maple_02: 24
Prop_Tree_Maple_03: 28
Prop_Tree_Mquite_01: 11
Prop_Tree_Oak_01: 48
Prop_Tree_Pine_01: 992
Prop_Tree_Pine_02: 1017
Prop_Tree_Stump_01: 6
Prop_W_R_Cedar_01: 1215
Prop_W_R_Cedar_Dead: 306
TEST_Tree_Cedar_Trunk_001: 1100
TEST_Tree_Forest_Trunk_01: 877
TEST_Tree_Forest_Trunk_04: 7

total: 10092

Detailed list of trees
in previous version 2.2 (RRC edition)

Prop_Tree_Cedar_03: 3386
TEST_Tree_Forest_Trunk_01: 6677
TEST_Tree_Forest_Trunk_04: 6

total: 10070



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At its core, GTA 5 is an open-ended game that allows players to roam a vast virtual world, indulging in various activities from heists to leisurely drives. However, for those yearning for more, the magic of mods steps in to fulfill their desires. GTA 5 mods are user-generated content that redefines the game’s experience, providing players with a canvas upon which they can unleash their imaginations.

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The Impact on the Gaming Community

The impact of GTA 5 mods extends far beyond the virtual realm. The modding community brings together players from diverse backgrounds, united by their passion for creativity and innovation. Modders collaborate, exchange ideas, and support each other in their ventures, resulting in a vibrant and interconnected network of enthusiasts.

The Future of GTA 5 Mods

As GTA 5 continues to captivate players worldwide, the future of mods appears even brighter. With new technologies and tools emerging, modders will have even greater scope for exploration and innovation. The community’s creativity knows no bounds, and players can expect a constant stream of new content that keeps the virtual city of Los Santos alive and thriving.


GTA 5 mods have transformed the gaming experience from a fixed adventure into a dynamic realm of endless possibilities. Modders play an integral role in shaping the game’s future, and their dedication fuels the imagination of players worldwide. As the modding community thrives and evolves, GTA 5 remains a testament to the unbridled creativity and ingenuity that flourishes within the gaming community. With the boundless opportunities afforded by mods, players will continue to be enthralled by the diverse and ever-expanding world of GTA 5 for years to come.

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