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Report a translation problem
First we check the alpha channel of the texture, then we calculate the distance to the foliage. This avoids unnecessary calculations for fragments that will be discarded anyway.
If the transparency does not pass the threshold, we discard the fragment before additional calculations...
Tested on vanilla kenshi with this as the only mod.
(also had issues with clipping on shadows that seem to be caused by imcompatibility with shadiness, still testing)
{0x000043dc} 2023-01-14 14:32:59 [error]: Loaded mesh doesn't exist: distant_155.mesh
{0x000043dc} 2023-01-14 14:33:04 [error]: Loaded mesh doesn't exist: distant_94.mesh
That's a good idea. I somehow haven't thought about giving the same treatment to the grass.
I might have to look into that as a companion to this mod.
Thanks.
The foxes are from my personable race mod. I didn't see a reason to edit them or of the screenshots.
If you indeed found something I'd like be impressed. The files changed have no relation to the navigation or pathfinding aside from being from the same game. This is a shader mod as per description. It changes rendering a tiny bit, it's purely cosmetic.
This mod will not do that at all. That is just a known bug in Kenshi.
Yeah I made fox mod.
I haven't made it public since its mostly just a personal thing and it's not finished it yet.
I think you misunderstand what this mod actually does because kindrad can't right a description to save his life.
This doesn't add more foliage, it doesn't edit foliage in any way. What it does is change how foliage is rendered. This change allows foliage to be rendered farther away, which seems to actually slightly improve fps or at least make it more stable.
TLDR it changes how the game renders certain layers of the game world. this makes those textures load much earlier and with less resource intensiveness
Thanks for not remaining so silent. Comments like this make the work worthwhile.