straight up misinformation searched for the museum model, in the first model the tiny speck is the museum model in the second image i scaled the city model down however, the original post is also misinformation, the game does not literally load the entire city model at once
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so where's the big city model used then? (also unrelated how are you ripping models i literally cannot figure it out)
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according to a former developer, the big city model is used with another file that contained chunk data to only load area in the player's field of view
Replying to @AgileJebrim
>I would split up all static scene content into fixed sized chunks so I can load in just the content around me and only render the tiles within the view frustum Thanks! That's pretty much exactly what we did, the screenshot is just the entire static vertex buffer.
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Someone actually deleted the big model (300k+ Verts) and found out that it's used in the cutscene at the beginning of the game. The actual map seems to be straight up split into Chunks in \field\model\t1\t1_b, and the LOD is in \field\model\t1\t1_clod This is 3 of those models.

Oct 20, 2025 路 10:28 AM UTC

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do note; I haven't attempted to empty any of these chunks, so I cannot be 100% sure. But the concept of a Full-resolution Model alongside a LoD version of it makes me very confident in this. aswell as a person in my replies having tested LoD on hardware.
Replying to @GemOnTW
Found an area in the city with a long enough line of sight that I could showcase this. Latter image is slightly further out and the loss of detailing on the roof in particular (with a slightly blockier shape) is very obvious.
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I have succeeded in editing the chunks. Proving this theory of the "map being one model" to be false. The LoD works weirdly, I'm not experienced enough in modding to know how it works.
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The chunks make sense since some of the wild zones are so different from their pre-wild zone counterparts, I assume the pre and post wild zone versions are different chunks enabled/disabled based on the internal flags set by the main quest? Rather than the game manually placing/enabling each and every static and breakable for every progress flag marked.
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I haven't looked into the wild zones, sorry.
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that make more sense actually
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Yep, digged thru the files the other day and found that.
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