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Rapportera problem med översättningen
Lights at Night are perfect !!
What modelers can do to stop the bad results is to make a simpler version of a model and import that into the game alongside the original. By putting two models in together when they create the asset, the game can be made to use the custom simple version instead of the automatically generated one upon zoom-out. That's the one that appears from afar (the version without balconies).
This helps the game run quickly. It doesn't have to load every building in the city at once, in full detail.
So this is an original design. I made it from scratch. The one you downloaded is the original.
By the way, thanks for the nice feedback!
My original model has over 7,000 triangles. My understanding is that an LoD model should be somewhere in the neighborhood of 100. So I had to do some cutting. Most of the detail in my model was from the balconies. So I removed them for the LoD. In so doing I was able to bring the triangle count down very close to where I wanted it. Trust me, not being able to see the balconies from far away is much, much better than what the game's native LoD algorithm would have done here. I tried that too. If you know of a better way of reducing the complexity of a complex model, I'm open to suggestions. But expecting me to stamp an LoD suffix on the original isn't consistent with the design of the game.