Editing An Assets Lod

Discussion in 'General Discussion' started by 749006, Aug 1, 2025.

  1. 749006

    749006 Well-Known Member

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    Is there a way to see what the LOD is for an Asset if you cannot see the asset in the game?
     
    Last edited: Aug 3, 2025
  2. 749006

    749006 Well-Known Member

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    modified
     
  3. cunningn#3154

    cunningn#3154 Well-Known Member

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    Hi Peter - I'm assuming that you're referring to drawdistance and the way that this makes assets invisible at reduced levels of details? Apologies if not.

    Assuming that you are then: At the Asset level each Asset .bin has a section like this:
    Code:
    <DetailLevelGenerationRange>
        <cSceneryRenderBlueprint-sDetailLevelGenerationRange>
            <HighestLevel_1isHighest d:type="sInt32">1</HighestLevel_1isHighest>
            <LowestLevel_10isLowest d:type="sInt32">10</LowestLevel_10isLowest>
        </cSceneryRenderBlueprint-sDetailLevelGenerationRange>
    </DetailLevelGenerationRange>
    
    SO you can force all instances of that asset to have a minimum drawdistance by increasing the HighestLevel_1isHighest setting upwards from '1' (as shown here). NB this only affects newly added instances - not anything already in place.

    If you want to see/alter the setting for a previously-drawn instance then: each scenery item is defined on the relevant scenery tile - the first section for each starts like this:
    Code:
            <cDynamicEntity d:id="1299599664">
                <Component>
                    <cSceneryRender d:id="1058053584">
                        <DetailLevel d:type="sInt32">4</DetailLevel>
                        <Global d:type="bool">0</Global>
                    </cSceneryRender>
    
    Where 'DetailLevel' defines the drawdistance.
    Cheers
    Neil
     
  4. 749006

    749006 Well-Known Member

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    Thanks Neil,

    The problem I'm having is a signal does not appear in the game even though the HUD shows it is there.
    I have been underground to see if it got sunk but there is nothing,

    I asked a friend who has the route and he can see the signal ok.
    So I might be barking up the wrong tree with the LOD
     
  5. Kim Olesen

    Kim Olesen Well-Known Member

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    I k ow you got this, but i’ll ask this anyway. Scenery density set to max?
     
  6. 749006

    749006 Well-Known Member

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    Yes, both Scenery density and Scenery Quality are at Max.
     
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  7. cunningn#3154

    cunningn#3154 Well-Known Member

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    So, in theory that rules out the drawdistance issue. Also, if it is a signal they are usually defined as 10/10 in the model so they should always appear.
    Is this the only example of that type of signal - i.e. can you see other instances in game ok?
     
  8. 749006

    749006 Well-Known Member

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    The signals are Wartezeichen that have a letter W and two lights illuminate to allow you to pass them.
    https://de.wikipedia.org/wiki/Wartezeichen

    I checked the same signals on a different route and they all appear so I went tin to TS Tools and the tracks bin
    I manually edited the defective signals to use the other version by changing of the Product.
    There were only 9 signals to change and it works.

    Still don't know why the signals from the same provider work in one route and not another.

    Either way I have the signals back on the route

    Thanks for the suggestions Neil.
     
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  9. cunningn#3154

    cunningn#3154 Well-Known Member

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    Good to hear that got it sorted - presumably there is a slight pack difference between the two routes and you were unlucky to get the duff one!
     
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