High FOV texture bug Help
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Hi, I saw another post on here that mentioned texture bugs resulting from high FOV, and I've had the same issue on maps like buried next to the bar near the easter egg machine.
In the other post, a moderator mentioned fixing it with a GSC script involving:
self setclientdvar("r_lodBiasRigid", -1000);
self setclientdvar("r_lodBiasSkinned", -1000);Now I assume what he meant is that I can put this in a GSC script and the game will automatically run the code every time I start the game and it won't happen anymore. Now, I've put the codes into the dev console through:
sv_cheats 1
r_lodBiasRigid -1000
r_lodBiasSkinned -1000Which fixed it, but doing that every time is a bit of a hassle. So here's my question- Does anyone familiar with GSC know how exactly to format the first two lines of GSC code I gave to actually get it to compile correctly?
I tried putting those two lines
self setclientdvar("r_lodBiasRigid", -1000);
self setclientdvar("r_lodBiasSkinned", -1000);In a GSC file by itself and it failed to compile, so I'm assuming I need to format it or structure it in a way for it to properly be read and compiled.
Anyone know?
Bug for reference:
![0_1666990928770_1665638997092-sin-título1.png](Uploading 100%)
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I clicked the wrong file upload button, here is the picture from another thread showing this:
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also I wish the plutonium folks good luck and lots of praise; black ops 1/2 gives me lots of good memories from childhood and being able to relive that for free with all the dlc and things is amazing. I hope the support for this will continue for years to come with a good community of people!!!
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Tarragruee high fov can cause bugs like this
older games like bo2 used 65 fov so anything above it can cause issues -
hindercanrun I know, but using the two commands I gave fix it and I'm wondering how to format the GSC script to be able to compile properly because simply putting the two lines in by themself doesn't work
the texture bugs also go away for me at 100 fov