Hi Spotaru,
I loaded your non-working file 'Box_LOD_NEW_Test 7.x' into Reloaded beta 4 and it worked just fine for me. It may be that you either, put the wrong file into non-working folder or you had something wrong with your fpe when testing. Thats a lot of work to get this going.
Could you check your non-working files etc and test again so we can find why your having issues.
You should only have to create your models and export as a single .x file. I didn't use or export any bones so I reckon Fragmotion has added these extensions on import.
The important part is naming them LOD_0, LOD_1, LOD_2
Quote: "
how do you know what distances the low detail model get used and swaps over to the high detail"
;LOD System
disablebatch = 1
lod1distance = 400
lod2distance = 600
The above fields are the distances for LOD swapping.
These fields are primarily for very large or small entity's at this time to remove entity from default settings, which are too far, or close, to provide any benefit, this all may change in future it's hard to say with certainty
I would suggest if your model is of an average scale you don't include these fields in the fpe till it's set in concrete that this is the best way to go, particularly for multiple entity's such as vegetation, trees etc. Let the engine use defaults as the above disables the system which batches the model into the large dynamic buffers.
There was a bug in Beta 3 where LOD levels would appear simultaneously, this was fixed in Beta 4. The issues in Beta 4 with culling were fixed using the fields but this is also fixed for next beta.