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ricardoprisco

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    Bottle Rocketeer
  1. This may be off topic, or not. In my experience with unity x texture size and quality I have learned that the best way to do hyper quality stuff (without being 100% procedural) is not look to a texture per model with low poly count, but a high poly model with one texture or more, used like a map. You see, polygon vertices and faces overload the system little specially in the unity engine that "exclude" not visible faces. Textures overload a LOT. The thinking is simple: You can have a large number of faces mapped to the same 256x256 seamless part of the texture map. Say, for example, good quality sand on duna. Other stuf, like rocks, and mountains, the same thing. So, with a low quality alpha map, you make the continents mountains and plains "limits" and merges, and with another map you do the details, the last one, being a "texture atlas". There is a lot of literature about this process. And one feature that ksp lacks actually, about optimization, is the correct use of texture atlas. Specially in the in the planets (and parts). The last build adds new details to the planets. Maybe they are merging textures into atlas, and correting UV maps and stuff. Maybe not.
  2. A random system generator. Some tool that creates different planets and moons. No need to be more systems like the Kerbol one, but a different single system would be nice. I`m playing for so many time that it becomes too easy, knowing all gravity's, routes, moons and stuff. I really want to be surprised every "new game".
  3. This is the best visual mod ever and I salute you. I`m sure you can upgrade this on the future to be even more interesting like side fuselages to cover tanks, cargo bays, a hollow one, to cover engines or even wings and stuff like that. This mod is a must have for every KSP player and need to congratulate you for the excellent idea and the finished product of your hard work. So. Congratulations.
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