Search the Community

Showing results for tags 'uv'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 3 results

  1. Hello guys. I have a problem with DDS into KSP. In Blender and Unity (in preview used DDS textures) it seems very nice (with KSP shaders), in Blender only one UV. So, I place in the model PNG textures, compile in PNG and replace them with DDS textures (how it seems), and the texture looks bad, but if I don't replace main texture, then it works as it should (but without specular). I checked sizes, and they matched. How to fix it? I really need DDS for a specular map in alpha.
  2. I want to make a light (emissive) change color when animation plays. I know how to animate UVs in Blender, simply moving the UV over the map and locking its position at keyframes. But I know KSP tends to be fussy about animating anything but whole objects - and I found an antiquated thread on the forum where someone said they animated the texture with Unity, and someone else replied 'that's the only way to do it'. And I have no clue how to do it with Unity. So, in short - how would one go about it? Will just locking the position of UV in Blender (offset relative to the texture) work? If not, how?
  3. I always see individual threads pop up to share some techniques, but I figure it would be nice to have a Megathread for everyone to contribute their own tricks and techniques. Table of Contents Topic Programs Keywords Contributor Don't be afraid to critique each other! - Advice CobaltWolf Weathering & Layers Photoshop, GIMP Weathering, Scuff, Scratch, Layers CobaltWolf Creating Radial Patterns, and Utilizing Guide Lines Photoshop Patterns, Duplicate, Guide Lines cxg2827 Intermediate Texturing Guide - Panels and Edge Damage Blender, GIMP, Inkscape Layers, Normal, Specular CaptainKipard Intermediate Texturing Guide. (Colour, Specular and Normal maps) Blender, GIMP, Inkscape Ambient Occlusion (AO), Pixel Density CaptainKipard Tileable Heat Tile Material Substance Designer Diffuse, Specular, Gloss, Normal, AO martinezfg11 Fuel Tank Tutorial - Blender Workflows/Techniques/UV editing Blender Intro, UV, Collider, .dae export NecroBones Panel Indents and Extrusions using Inner/Outer Glow Photoshop Layer Style, Shape combination (Donut/Ring) cxg2827 Getting weird UV results? Try Project From View Blender UV xxhansonmaxx Porkjet Texturing Advice (Outbound Link) - Texturing, Stockalike, Porkalike Porkjet Texturing Advice Photoshop, GIMP, etc. Advice JohnnyPanzer Using UV Square Add-On to straighten and pack UV Blender, UV Square (add-On) Blender, UV, straightening wavy textures Enceos Reducing Cylinder faces in Blender, keep UV map Blender Blender, UV, lowering face count cxg2827 Generate Normal Map using grayscale Image in xNormal Photoshop, xNormal Normal map, Height Map, xNormal cxg2827