Killing Floor

Killing Floor

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KF LOD Fix [Part 2]
   
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13. dub. 2015 v 6.12
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KF LOD Fix [Part 2]

Popis
Part 2
Part 1

The LODs (Level Of Detail) for some monsters (especially event monsters and Patriarch) are set up a bad way. LODs are used for scaling down the amount of detail over distance in order to save performance.
But the effect should be implemented a subtle way so players don't notice anything ingame.

The default Patriarch is a good example as his chaingun disappears after some meters which is very well noticeable. A lot of event monsters are not using all of their LOD leves and thus are using higher detailed meshes even at great distances.
This mod makes all monsters use their LODs correctly. This also helps to improve performance a bit especially for summer monsters.
It is a client-side modification and can be used on any server without breaking progression.
I have used it for a while now without any problems, but still use it at your own risk.

Part 2 replaces:
  • KF_Freaks_Trip_Xmas.ukx
  • KF_Freaks2_Trip.ukx
  • KF_Freaks2_Trip_CIRCUS.ukx
  • KF_Freaks2_Trip_Halloween.ukx
  • KF_Freaks2_Trip_Xmas.ukx

Forum Link:
Tripwire Forums[forums.tripwireinteractive.com]

Direct Download Link [Part 1&2]:
Mega: mega .nz/#!31BxxbLJ!u4e2_NK21MuapBJxkigE6Rm4c6eKtxS3gqrhcmQNJxA

Donation:
If you really like my content and want to support me creating further mods I will really appreciate it!
Paypal 1€ Donation[www.paypal.com]
Počet komentářů: 5
Mutant  [autor] 29. lis. 2015 v 10.56 
It is quite subtle and you should not notice it anyways. :UT2004flak:
zOyBiRg 27. dub. 2015 v 14.35 
Задумка хорошая. Только это должен быть не мод.
s3rpeNt 15. dub. 2015 v 13.23 
«Чинит» зависимость количества деталей в зависимости от расстояния до объекта для разных моделей чудиков в игре.
SHARK 14. dub. 2015 v 8.11 
язык выучи
76561198153796217 14. dub. 2015 v 1.29 
и что это?