WOW. Now that is some revolutionary stuff right there. Well done. I'm really hoping we won't have to suffer all those texture popping for much longer.Ok... i know its not the best example but look at the upper building where camera starts...
In first Video the Building leaves the global max render distance and switches to the Proxymesh
The second Video this is not the case...whereelse every building around is popping, my Building stays high poly till high distance
Please ignore shadows and decorations on the building havent looked into that yet.
[video=youtube;puJ-FEh3SLw]https://www.youtube.com/watch?v=puJ-FEh3SLw&feature=youtu.be[/video]
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I'm really looking forward to this mod. After Essenthy's mod, your name and mod will go down in history as epic Witcher 3 mods if you get this right and I'm hoping you'll be able to pull through.Thanks for this! as far as the file structure of the mod, do I just find the proxy mesh for that building and replace it with the high quality mesh? what do I do about textures?
have you tried making proxy meshes for those that don't have proxy meshes, and seeign if the game still utilizes them?
please PM me, I'm almost done exporting the entire game's worth of w2mesh files, and I'll be using a script to edit the LoD info in the xml files. This is the last part that I needed to solve. Once I can get this all set up the mod should be ready to cook relatively quickly. I just need to know my pipeline.


