Killing Floor

Killing Floor

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KF LOD Fix [Part 2]
   
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48.204 MB
Apr 13, 2015 @ 6:12am
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KF LOD Fix [Part 2]

Description
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]
5 Comments
Mutant  [author] Nov 29, 2015 @ 10:56am 
It is quite subtle and you should not notice it anyways. :UT2004flak:
zOyBiRg Apr 27, 2015 @ 2:35pm 
Задумка хорошая. Только это должен быть не мод.
s3rpeNt Apr 15, 2015 @ 1:23pm 
«Чинит» зависимость количества деталей в зависимости от расстояния до объекта для разных моделей чудиков в игре.
SHARK Apr 14, 2015 @ 8:11am 
язык выучи
76561198153796217 Apr 14, 2015 @ 1:29am 
и что это?