Larcius Forest Creator 1.0
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🌳🌴🍂🌿🎋🌲🍃🌳🌴🌿🎋🍂🌲🌴🌳🎋🍃🌲🌳
🌴🌿🌳🍃🌲 Larcius Forest Creator 🌳🌲🍂🌴🌲
🌲🌳🌴🍃🎋🌲🍂🌳🌴🌲🌿🌴🍂🌲🌴🌳🌿🎋🌴
A complete stand-alone EXE conversion and
Quality of Life improvements of the
Larcius gta5-modding-utils for Python found here
https://github.com/Larcius/gta5-modding-utils
• Any questions please comment or as in my Discord
https://discord.gg/wdeUqrzxrs
🛠 Z Fixer Updates
• Better detection of ground collisions
• Prevents floating trees regardless of baked-in collisions
• Press F10 in-game → auto-detect folders for coords & hmaps
🗺 LOD Map Creator Updates
• Detect & handle error exceptions
• Fixed 0-dimensional arrays in some maps
• Fixed the dlc naming to always use dlc prefix
• Lowered reflection ydd limit to prevent OpenIV 128 normal page limit
📂 Output & File Management
• Generated folders moved for clarity
• Output command line argument is no longer needed
• Converted using CX Freeeze → Python install not required
• All steps automated with batch files 1 though 10
🚀 Installation
• All files ready except GTA resource files
• Trees & palm models → extract with OpenIV →
scripts\Z Fixer\YMap Tools\resources\models
• Trees & palm YTYPS → extract with OpenIV →
scripts\Z Fixer\YMap Tools\resources\ytyp
• Place Z Fixer folder & DLL into the scripts folder
🎨 How To Use
• Complete from nothing → full forest creation
• Requires: either existing Ymaps or Paint
• Paint.net preferred but not required
🟢 Step 1: Create Trees Using Green.bat
• Run this to launch the default Paint program
• Select RGB (0, 255, 0) → paint trees wherever you want
• Save & exit → scans PNG for tree positions
🟡 Step 2: Display & Fix Ymap.bat
• Detect duplicate tree positions
• Clean tree positions based on black/white road map
• Export cleaned Ymap
🌳 Step 3: Biome Generator.bat
• Takes cleaned Ymap → generates random trees
• Uses presets or custom biome from:
scripts\Z Fixer\YMap Tools\Biomes.ini
scripts\Z Fixer\YMap Tools\Biomes Valid Trees.txt
• Default: mix of trees & palms
📐 Step 4: Split Ymap into 4.bat
• Splits cleaned biome Ymap into 4 quadrants
• Split south of Sandy Shore (X=2000, Y=2000)
• Automatic extent calculation based on Ytyp
🗂 Step 5: Copy Splits
5A Copy Splits To MapA.bat
• Splits → MapA: copy for processing
5B Copy Splits To MapB.bat
• Splits → MapB: copy for processing
• MapA vs MapB → no difference, mix & match DLC areas
MapA dlc1-4
MapB dlc5-8
⚡ Step 6: Z Fixer Extract.bat
• Extracts all coords.txt from MapA & MapB
• Start GTA in stable state (fewer mods = better)
• Press F10 → reads coords & teleports to Z=800
• Finds optimal Z axis for each location → exit when done
🔧 Step 7: Z Fixer Fix.bat
• Reads hmaps.txt & fixes Z axis for MapA & MapB
• Maps now fixed & ready for LOD generation
📤 Step 8: Copy Fixed Maps to Resources.bat
• Prepares Ymap folder for LOD generation
• Ensure folder is empty before running
💎 Step 9: MapA1.bat → MapB1.bat
• Generates full DLC LOD Ymaps with reflections
📄 Step 10: Content Generator.bat
• Generates content.xml for MapA or MapB
• Copy this into your dlc.rpf
📦 Step 11: Copy DLCPacks
• Copy from scripts\Z Fixer\0 DLCPacks → your DLCPacks folder
• Add MapA or MapB to Dlclist.xml
🌲 Step 12: Finalize Maps
• OpenIV → drag all files inside MapA/MapB dlc1-8:
_metadata.rpf
_efl_metadata.rpf
_slod.rpf
• All trees now fully in-game
⚙️ Optional: Remove Props with Z Prop Remover.bat
• Removes undesired props from Ymaps
• Use folder: scripts/Z Fixer/YMap Tools/0 Prop Remover Maps
• Configure options in 0 Prop Remover Options → choose either:
→ Remove trees only
→ Remove all props including tree LODs
🏆 Credits
• Larcius → Original developer of these tools
All credits to Larcius for developing these tools
Ive watched him develop these since he first
published on GitHub
Because of him i started learning Python
Larcius if you can read this, i hope your
enjoying the bicycle journey around the world
https://www.patreon.com/larcius
https://www.komoot.com/user/821974736567
🌴🌿🌳🍃🌲 Larcius Forest Creator 🌳🌲🍂🌴🌲
🌲🌳🌴🍃🎋🌲🍂🌳🌴🌲🌿🌴🍂🌲🌴🌳🌿🎋🌴
A complete stand-alone EXE conversion and
Quality of Life improvements of the
Larcius gta5-modding-utils for Python found here
https://github.com/Larcius/gta5-modding-utils
• Any questions please comment or as in my Discord
https://discord.gg/wdeUqrzxrs
🛠 Z Fixer Updates
• Better detection of ground collisions
• Prevents floating trees regardless of baked-in collisions
• Press F10 in-game → auto-detect folders for coords & hmaps
🗺 LOD Map Creator Updates
• Detect & handle error exceptions
• Fixed 0-dimensional arrays in some maps
• Fixed the dlc naming to always use dlc prefix
• Lowered reflection ydd limit to prevent OpenIV 128 normal page limit
📂 Output & File Management
• Generated folders moved for clarity
• Output command line argument is no longer needed
• Converted using CX Freeeze → Python install not required
• All steps automated with batch files 1 though 10
🚀 Installation
• All files ready except GTA resource files
• Trees & palm models → extract with OpenIV →
scripts\Z Fixer\YMap Tools\resources\models
• Trees & palm YTYPS → extract with OpenIV →
scripts\Z Fixer\YMap Tools\resources\ytyp
• Place Z Fixer folder & DLL into the scripts folder
🎨 How To Use
• Complete from nothing → full forest creation
• Requires: either existing Ymaps or Paint
• Paint.net preferred but not required
🟢 Step 1: Create Trees Using Green.bat
• Run this to launch the default Paint program
• Select RGB (0, 255, 0) → paint trees wherever you want
• Save & exit → scans PNG for tree positions
🟡 Step 2: Display & Fix Ymap.bat
• Detect duplicate tree positions
• Clean tree positions based on black/white road map
• Export cleaned Ymap
🌳 Step 3: Biome Generator.bat
• Takes cleaned Ymap → generates random trees
• Uses presets or custom biome from:
scripts\Z Fixer\YMap Tools\Biomes.ini
scripts\Z Fixer\YMap Tools\Biomes Valid Trees.txt
• Default: mix of trees & palms
📐 Step 4: Split Ymap into 4.bat
• Splits cleaned biome Ymap into 4 quadrants
• Split south of Sandy Shore (X=2000, Y=2000)
• Automatic extent calculation based on Ytyp
🗂 Step 5: Copy Splits
5A Copy Splits To MapA.bat
• Splits → MapA: copy for processing
5B Copy Splits To MapB.bat
• Splits → MapB: copy for processing
• MapA vs MapB → no difference, mix & match DLC areas
MapA dlc1-4
MapB dlc5-8
⚡ Step 6: Z Fixer Extract.bat
• Extracts all coords.txt from MapA & MapB
• Start GTA in stable state (fewer mods = better)
• Press F10 → reads coords & teleports to Z=800
• Finds optimal Z axis for each location → exit when done
🔧 Step 7: Z Fixer Fix.bat
• Reads hmaps.txt & fixes Z axis for MapA & MapB
• Maps now fixed & ready for LOD generation
📤 Step 8: Copy Fixed Maps to Resources.bat
• Prepares Ymap folder for LOD generation
• Ensure folder is empty before running
💎 Step 9: MapA1.bat → MapB1.bat
• Generates full DLC LOD Ymaps with reflections
📄 Step 10: Content Generator.bat
• Generates content.xml for MapA or MapB
• Copy this into your dlc.rpf
📦 Step 11: Copy DLCPacks
• Copy from scripts\Z Fixer\0 DLCPacks → your DLCPacks folder
• Add MapA or MapB to Dlclist.xml
🌲 Step 12: Finalize Maps
• OpenIV → drag all files inside MapA/MapB dlc1-8:
_metadata.rpf
_efl_metadata.rpf
_slod.rpf
• All trees now fully in-game
⚙️ Optional: Remove Props with Z Prop Remover.bat
• Removes undesired props from Ymaps
• Use folder: scripts/Z Fixer/YMap Tools/0 Prop Remover Maps
• Configure options in 0 Prop Remover Options → choose either:
→ Remove trees only
→ Remove all props including tree LODs
🏆 Credits
• Larcius → Original developer of these tools
All credits to Larcius for developing these tools
Ive watched him develop these since he first
published on GitHub
Because of him i started learning Python
Larcius if you can read this, i hope your
enjoying the bicycle journey around the world
https://www.patreon.com/larcius
https://www.komoot.com/user/821974736567
Carregat per primera vegada: fa 5 dies
Actualització més recent: Fa 19 hores
Últim descarregat: fa 10 minuts
5 Comentaris
🌳🌴🍂🌿🎋🌲🍃🌳🌴🌿🎋🍂🌲🌴🌳🎋🍃🌲🌳
🌴🌿🌳🍃🌲 Larcius Forest Creator 🌳🌲🍂🌴🌲
🌲🌳🌴🍃🎋🌲🍂🌳🌴🌲🌿🌴🍂🌲🌴🌳🌿🎋🌴
A complete stand-alone EXE conversion and
Quality of Life improvements of the
Larcius gta5-modding-utils for Python found here
https://github.com/Larcius/gta5-modding-utils
• Any questions please comment or as in my Discord
https://discord.gg/wdeUqrzxrs
🛠 Z Fixer Updates
• Better detection of ground collisions
• Prevents floating trees regardless of baked-in collisions
• Press F10 in-game → auto-detect folders for coords & hmaps
🗺 LOD Map Creator Updates
• Detect & handle error exceptions
• Fixed 0-dimensional arrays in some maps
• Fixed the dlc naming to always use dlc prefix
• Lowered reflection ydd limit to prevent OpenIV 128 normal page limit
📂 Output & File Management
• Generated folders moved for clarity
• Output command line argument is no longer needed
• Converted using CX Freeeze → Python install not required
• All steps automated with batch files 1 though 10
🚀 Installation
• All files ready except GTA resource files
• Trees & palm models → extract with OpenIV →
scripts\Z Fixer\YMap Tools\resources\models
• Trees & palm YTYPS → extract with OpenIV →
scripts\Z Fixer\YMap Tools\resources\ytyp
• Place Z Fixer folder & DLL into the scripts folder
🎨 How To Use
• Complete from nothing → full forest creation
• Requires: either existing Ymaps or Paint
• Paint.net preferred but not required
🟢 Step 1: Create Trees Using Green.bat
• Run this to launch the default Paint program
• Select RGB (0, 255, 0) → paint trees wherever you want
• Save & exit → scans PNG for tree positions
🟡 Step 2: Display & Fix Ymap.bat
• Detect duplicate tree positions
• Clean tree positions based on black/white road map
• Export cleaned Ymap
🌳 Step 3: Biome Generator.bat
• Takes cleaned Ymap → generates random trees
• Uses presets or custom biome from:
scripts\Z Fixer\YMap Tools\Biomes.ini
scripts\Z Fixer\YMap Tools\Biomes Valid Trees.txt
• Default: mix of trees & palms
📐 Step 4: Split Ymap into 4.bat
• Splits cleaned biome Ymap into 4 quadrants
• Split south of Sandy Shore (X=2000, Y=2000)
• Automatic extent calculation based on Ytyp
🗂 Step 5: Copy Splits
5A Copy Splits To MapA.bat
• Splits → MapA: copy for processing
5B Copy Splits To MapB.bat
• Splits → MapB: copy for processing
• MapA vs MapB → no difference, mix & match DLC areas
MapA dlc1-4
MapB dlc5-8
⚡ Step 6: Z Fixer Extract.bat
• Extracts all coords.txt from MapA & MapB
• Start GTA in stable state (fewer mods = better)
• Press F10 → reads coords & teleports to Z=800
• Finds optimal Z axis for each location → exit when done
🔧 Step 7: Z Fixer Fix.bat
• Reads hmaps.txt & fixes Z axis for MapA & MapB
• Maps now fixed & ready for LOD generation
📤 Step 8: Copy Fixed Maps to Resources.bat
• Prepares Ymap folder for LOD generation
• Ensure folder is empty before running
💎 Step 9: MapA1.bat → MapB1.bat
• Generates full DLC LOD Ymaps with reflections
📄 Step 10: Content Generator.bat
• Generates content.xml for MapA or MapB
• Copy this into your dlc.rpf
📦 Step 11: Copy DLCPacks
• Copy from scripts\Z Fixer\0 DLCPacks → your DLCPacks folder
• Add MapA or MapB to Dlclist.xml
🌲 Step 12: Finalize Maps
• OpenIV → drag all files inside MapA/MapB dlc1-8:
_metadata.rpf
_efl_metadata.rpf
_slod.rpf
• All trees now fully in-game
⚙️ Optional: Remove Props with Z Prop Remover.bat
• Removes undesired props from Ymaps
• Use folder: scripts/Z Fixer/YMap Tools/0 Prop Remover Maps
• Configure options in 0 Prop Remover Options → choose either:
→ Remove trees only
→ Remove all props including tree LODs
🏆 Credits
• Larcius → Original developer of these tools
All credits to Larcius for developing these tools
Ive watched him develop these since he first
published on GitHub
Because of him i started learning Python
Larcius if you can read this, i hope your
enjoying the bicycle journey around the world
https://www.patreon.com/larcius
https://www.komoot.com/user/821974736567
🌴🌿🌳🍃🌲 Larcius Forest Creator 🌳🌲🍂🌴🌲
🌲🌳🌴🍃🎋🌲🍂🌳🌴🌲🌿🌴🍂🌲🌴🌳🌿🎋🌴
A complete stand-alone EXE conversion and
Quality of Life improvements of the
Larcius gta5-modding-utils for Python found here
https://github.com/Larcius/gta5-modding-utils
• Any questions please comment or as in my Discord
https://discord.gg/wdeUqrzxrs
🛠 Z Fixer Updates
• Better detection of ground collisions
• Prevents floating trees regardless of baked-in collisions
• Press F10 in-game → auto-detect folders for coords & hmaps
🗺 LOD Map Creator Updates
• Detect & handle error exceptions
• Fixed 0-dimensional arrays in some maps
• Fixed the dlc naming to always use dlc prefix
• Lowered reflection ydd limit to prevent OpenIV 128 normal page limit
📂 Output & File Management
• Generated folders moved for clarity
• Output command line argument is no longer needed
• Converted using CX Freeeze → Python install not required
• All steps automated with batch files 1 though 10
🚀 Installation
• All files ready except GTA resource files
• Trees & palm models → extract with OpenIV →
scripts\Z Fixer\YMap Tools\resources\models
• Trees & palm YTYPS → extract with OpenIV →
scripts\Z Fixer\YMap Tools\resources\ytyp
• Place Z Fixer folder & DLL into the scripts folder
🎨 How To Use
• Complete from nothing → full forest creation
• Requires: either existing Ymaps or Paint
• Paint.net preferred but not required
🟢 Step 1: Create Trees Using Green.bat
• Run this to launch the default Paint program
• Select RGB (0, 255, 0) → paint trees wherever you want
• Save & exit → scans PNG for tree positions
🟡 Step 2: Display & Fix Ymap.bat
• Detect duplicate tree positions
• Clean tree positions based on black/white road map
• Export cleaned Ymap
🌳 Step 3: Biome Generator.bat
• Takes cleaned Ymap → generates random trees
• Uses presets or custom biome from:
scripts\Z Fixer\YMap Tools\Biomes.ini
scripts\Z Fixer\YMap Tools\Biomes Valid Trees.txt
• Default: mix of trees & palms
📐 Step 4: Split Ymap into 4.bat
• Splits cleaned biome Ymap into 4 quadrants
• Split south of Sandy Shore (X=2000, Y=2000)
• Automatic extent calculation based on Ytyp
🗂 Step 5: Copy Splits
5A Copy Splits To MapA.bat
• Splits → MapA: copy for processing
5B Copy Splits To MapB.bat
• Splits → MapB: copy for processing
• MapA vs MapB → no difference, mix & match DLC areas
MapA dlc1-4
MapB dlc5-8
⚡ Step 6: Z Fixer Extract.bat
• Extracts all coords.txt from MapA & MapB
• Start GTA in stable state (fewer mods = better)
• Press F10 → reads coords & teleports to Z=800
• Finds optimal Z axis for each location → exit when done
🔧 Step 7: Z Fixer Fix.bat
• Reads hmaps.txt & fixes Z axis for MapA & MapB
• Maps now fixed & ready for LOD generation
📤 Step 8: Copy Fixed Maps to Resources.bat
• Prepares Ymap folder for LOD generation
• Ensure folder is empty before running
💎 Step 9: MapA1.bat → MapB1.bat
• Generates full DLC LOD Ymaps with reflections
📄 Step 10: Content Generator.bat
• Generates content.xml for MapA or MapB
• Copy this into your dlc.rpf
📦 Step 11: Copy DLCPacks
• Copy from scripts\Z Fixer\0 DLCPacks → your DLCPacks folder
• Add MapA or MapB to Dlclist.xml
🌲 Step 12: Finalize Maps
• OpenIV → drag all files inside MapA/MapB dlc1-8:
_metadata.rpf
_efl_metadata.rpf
_slod.rpf
• All trees now fully in-game
⚙️ Optional: Remove Props with Z Prop Remover.bat
• Removes undesired props from Ymaps
• Use folder: scripts/Z Fixer/YMap Tools/0 Prop Remover Maps
• Configure options in 0 Prop Remover Options → choose either:
→ Remove trees only
→ Remove all props including tree LODs
🏆 Credits
• Larcius → Original developer of these tools
All credits to Larcius for developing these tools
Ive watched him develop these since he first
published on GitHub
Because of him i started learning Python
Larcius if you can read this, i hope your
enjoying the bicycle journey around the world
https://www.patreon.com/larcius
https://www.komoot.com/user/821974736567
Carregat per primera vegada: fa 5 dies
Actualització més recent: Fa 19 hores
Últim descarregat: fa 10 minuts








I'm looking forward to seeing more from you in the future!
@RZN_ Thank you. I'm finalizing my Million Trees that removes all trees on map and replaces them with full custom forests.
wait arent u the dude from that one mod that puts more npcs and cars and u helped us ?
@itzzdawn Yes maybe. Xtreme Tool?
@InfiniteQuestion ye