(HELP NEEDED) Someone's old Render Distance workaround code

I was researching way’s to workaround Roblox’s Render Distance for a game that’s supposed to be massive and glitchy looking, and I found this project.

ExampleProject.rbxl (108.0 KB)

and specifically, this piece of code is what i need.

local Player = game.Players.LocalPlayer
local Asset = game.ReplicatedStorage.Skyboxes:Clone()
local Classes = {"BasePart"}
local Skyboxes = {}

Asset.Parent = workspace.CurrentCamera--Player.Character
check = function(Obj)
	for _,c in pairs(Classes) do
		if (Obj:IsA(c)) then
			return true
		end
	end
end
scan = function(Parent)
	for _,Obj in pairs(Parent:GetChildren()) do
		if ((Classes) and (check(Obj))) then
			table.insert(Skyboxes,Obj)
		elseif (not Classes) then
			table.insert(Skyboxes,Obj)
		end
		scan(Obj)
	end
end
scan(Asset)

game:GetService("RunService").RenderStepped:connect(function()
	for i,v in pairs (Skyboxes) do
		v.CFrame = CFrame.new(workspace.CurrentCamera.CoordinateFrame.p+(v.OriginalPosition.Value-workspace.CurrentCamera.CoordinateFrame.p).unit*4000)

		local Constant = (v.OriginalPosition.Value-workspace.CurrentCamera.CoordinateFrame.p).magnitude/4000
		v.Mesh.Scale = v.OriginalScale.Value/Constant
	end
end)

The thing is, for the life of me I cannot figure out how to implement this into my own project.

This below is the structure for basically everything in the model

Someone please help me understand how to implement this properly, because currently these are the results.

Read this in detail and you might be able to find a fix for the deformations: https://create.roblox.com/docs/parts/meshes#import-meshes

It’ll help you understand how meshes work so that you can use them in the way you want. I believe this problem you’re facing is likely due to the mesh.