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Showing results for tags 'UVW'.
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Hey there, this bugrep is for version [v0.1.1.0.21572] 1. Such small LOD change distance from object(should be _from_camera_) is overkill (underkill?))) - this is just stupid, drawing a 2 polygon bildboard would look better than this - I think, your best bet is _LESS_ trees but with higher draw distance per each LOD level: 2. patchnote for 0.1.1 says "fixed tree LOD issues" but no, the same issue persists, LODs are configured per-type-of-tree, in the next screen see the two trees that definitely demonstarte this: 3. thou the patchnote calls this "problem with normals in shader" - it is actually the actual UVW problem, which (though changed slightly, remains the same in question): https://www.linkpicture.com/q/bug_uvw.jpg
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Hey there, Now, when you do such thing as mirroring, do not forget that your UVW should be rotated 180 deg ;-) ...or, which KSP1 did, draw absolutely symetrical tires )) but if you do draw an assymetrical texture, be sure to apply 180 rotation to UVW of mirrored object
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I suppose I unify trees and grass polygons bugs in one post: 1. Trees- don't have a collider you can go through them without collision (why not spawn a simple box collider the size of tree trunk - it is dirt-cheap in terms of cpu load)?! 2. Tree LODs - are configured per tree type resulting in incorrect LOD-up LOD-down behavior seen in the screenshot below: a more distant tree object has its LOD-up object already rendered while those in the middle have not yet distance-triggered LOD-up and are lower LOD: 3. Grass polygons incorrect UVW - all over KSC area, needs 1 planar map from Z axis with unified scale\repeat and that's it: