Ekipa se modanjem i hackanjem fileova trudi napraviti E3 2014 LOD i lightning i za sada uz sva ograničenja što nemaju RedKIT uspijevaju postići nevjerojatne stvari.
Now I wonder. The way those LOD shift works is through Umbra 3 software where you just put the original high poly meshes in, tell how many layers of mesh level you want (Which in Witcher 3's case, 3 low, med and high), at what distance those 3 layers gonna load and the software will do the rest. Is it possible to reverse that process with this software and remove those 3 layers of mesh LOD so there's only the original high poly mesh left? Would it make things easier?
only high meshes would probably crash the engine, or it would work but kill FPS, or it might not work at all, the engine might have a hard locked limit of how much texture/meshes are loaded, the lod trick work on hair cause they are tiny files, now multiplies that to a huge scale for novigrad city, even in the old build they had 2 level of meshes
Hopefully KNG/Essenthy you guys can work out any issues you're having, or at least as many as possible, and still deliver something damn cool. It's sad to hear your incredible work is being made incredibly difficult because of current modding restrictions, but eh, if CDPR aren't willing to push the kit further, or deliver the full Redkit, can't do much beyond what is possible, and you guys are still achieving wonderful things with those limitations.
Also, are you guys intending on releasing lots of lighting edits separately? Or just one big package? Like will it perhaps be possible to combine your original Swamp Lighting Mod, with the View Distance Mod (When it's finished/released)? (Or is the View Distance Mod combined into your New Lighting Mod?
maybe , cause it feel cheap to make many version of the same thing at the end ( trying to get something close to e3 2014 ) by brute forcing and hacking files when you know you could just edit the env's if you had the right tool, for example the new light mod lack AO on grass and in shadowed areas