[Weird Terrain] Dump miscellaneous terrain issues you see here!

You clip through the 3rd floor carpet at the Bjorntunet hotel right off of the front entrance stairs. It sinks you slightly through the carpet.

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It’s a well-known and documented issue.

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Also, do search the forums.
Like so:
Bugged floor in björntunet hotel (DLC), top floor

//Mod

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Rocky hill has strange ‘seam’, continues at top:




Door clips through bucket, chimney clips through roof:



Edit: chimney is a reoccurring global issue - all houses with this layout have the same problems:


Loot placed incorrectly, shrubs clipping into buildings:




Stairs don’t connect, can see terrain below through seams. Also, the top plaster area blocks walking and forces jumping - not ideal for stealth players.



Farmland has tessellation issues, terrain is morphing while moving:


Floating rocks under the crashed plane not far from the above:


Trees in lake, lake not covered on map:



Tree clipping through stone:


Transmission tower is tilted:


All at once:

To be honest, the high-voltage power cables need a lot of work. They use weird towers, they are often tilted, the bases aren’t anchored in concrete, the cables have no slack at all, they end without rhyme or reason, they cross through other lines. I think they do add to the atmosphere, but they break illusion way too often.

The low-voltage version looks better, but there are similar issues all over the map:


Containers clip through ground / car is floating:



Stairs are floating / houses at nearby farm are way too close:



The lake below the mine can be walked in. If you approach the lowest lake from the easternmost point, the ‘underwater’ effect doesn’t trigger and you aren’t teleported back outside. You can either walk around under the surface until the underwater effect triggers a few meters ahead, or you can walk out. Also, there are bushes and grass below the water surface.


Very thin white lines in barn:


Tessellation (?) issue that gets less visible on approach:


Similar thing with this rock (edit: global issue with tessellation - I think the quality drop over distance should be set a little less aggressive so that the more visible morphing happens slightly further away, at a higher computational cost):



Floating wall nearby:


also issues with road layers:

All found around here:

Last fence post is often missing entirely, and renders way too late in other cases:


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Certain rooms in the Skarven bunker feature two pictures right next to each other. The left picture displays a constantly shifting vertex spew upon approaching and looks like it’s too close to the wall behind it. This can be seen in the barracks area next to the staircase:

As well as downstairs in one of the rooms if the user were to turn right at the bottom of the staircase then right again:

These rooms seem copied and pasted so I assume every instance of this room will have this issue.

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The radar towers do not render properly after a certain distance - only the top part remains visible:


To expand on this - the towers seem to load from the ground up - minimally closing in makes them appear part by part. I think it’d be wise to give the mast parts the same render distance the top end is set to, so they always render at once:

The small lake near the road at Rusksele Farm is dangerous - falling in at this location leads to a loop of teleporting into the same spot underwater:


Floating fence and gate at Norrmyra Base:


Floating roof-mounted light without roof:


Area with several glaring issues:

Radar mast guy wire from top of hill continues through rock surface:


Rocks have severe tessellation and texture issues: (edit: whole area is wonkier than most)




Road issue leading to mast:


And z-fighting on window struts in the main house of the camping area:

Edit: seems to be a semi-global issue:


Box stuck in geometry:


Window doesn’t render properly:



Road issue:


Stairs float:


Path ends abruptly:


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Levitating chair in one of the easternmost houses in Aso. The chair starts normal, but interacting with the box underneath causes it to transcend the material form of the backpack laying on it and to ascend towards heavens.


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Torsberga Fort and surroundings:

Extremely weird terrain/collision/clipping issue at the third artillery site - player character gets caught and zapped around in that location; floating leaves, cannon foundation too low, terrain very smooth/sandy, visual tear in textures.


Same place, indoors:

Rails not connected, blast doors pass through railcar:



Container in staging area has clipping issues:

Inside:

Further towards the coast, trees in sea:


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Bridge in Osterhallen (Himfjäll)

The walkway on the bridge at the certain spot doesn’t have terrain collision and player falls through the bridge, on the ground below. Same “pothole” is on the both sides of the bridge’s walkway.

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Fiskebäck:

Road issue:


Placement issues:

Bus stop is tilted:

Not all garages are aligned with wooden foundation:

Stairs again (the stair prop should probably get longer ‘legs’/pegs to solve this issue globally):


Container door clipping:

Pier hole:

Shed prop is crooked on front lower end (global issue):


Close by, Tangekil - several rocks placed too far outside the hill:



Rock occlusion issue (applies to all instances of this model):


Several issues around this house:

Barrels clipping into foundation (also planks way too big):


House not centered on foundation:

Walkway in the middle of nowhere:


Edit: better pictures; also: boat embedded in solid rock:

Likely issue: house was placed with ‘decorations’, then moved accidentally.


Useless walkway:

Bunch of issues at the pier:

Floating trash:


Crooked pole:

Already-reported car engine issue:

And, not really a terrain issue per se, but annoying nevertheless - I present ‘the awful shrub’:

Please do something about the collision / hit box of that thing and its siblings of various sizes. I cannot count the times I died because I got caught and blocked by that when sneaking/escaping.

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Oddly angled terrain near Anl 118 Färela has a tree with clipping issues.

LOC:

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And a boarded up door inside the north-westernmost house in Salthamn, which can be used like a regular door. There’s nothing inside, looks funny though.

LOC:

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Norrmyra base:

Door ‘hole’ with low-def texture, same as Knaperanna farm:


Floating barrels:

Floating road texture:

Inside the terrordrome, stepping onto the plane cockpit causes the canopy to slide off and separate its frame from the glass:

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Whooa when happened that the jet plan collided with FOA2 guard post? I saw the place before and there was just a plain mark. The amount of concrete platforms seems to increased as well, remember only four of them and the big one in the middle.

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It’s a nice area - no clue as to how it looked before, but it’s great environmental storytelling :yum:

To expand on an issue others have noted as well - this building has a distracting LOD issue, globally.



As do all of these pipes - it probably is at least partially tied to graphics settings, but I think the difference between states is too big - it’d probably deserve an intermediary LOD level to balance things out:

Some mesh fences do throw a shadow, depending on player position, but curiously they only do it partially. Global issue as well.

Gap between ground and concrete at Muskudden Port:


Massive hill on road in Klinte, also not only an optical illusion (in contrast to most of these issues):



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While performing Beyond the Barricade I’ve noticed a floating ammo box in one of the westernmost houses in Stenungsnas.

EDIT:
So in another house I found the same arrangement and it looks like the cupboard underneath the box was blown away when I was fighting hunters.

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Next bunch:

Entire house, including bushes, decoration etc. is placed too high:



Nearby, road issues:


Up north, more road issues:


craggy ridges in road on bridge:

Close by, maybe 75 meters to the east, lake with ocean waves (and trees in the water):

Strangely unnatural slope:


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Z-Fighting on windows in one of the houses in Sillavik

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Super-large pylons at the resistance camp:

Trash can embedded in kitchen floor:


Global issue: all timber has the wrong texture at the ends (it reuses the texture from the sides):

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Those pylons, or traffic cones are regular sized and a very common sight in Sweden.
Also it feels like the textures on those timber pile props hardly warrant as a “global issue”…

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