Jump to content

Search the Community

Showing results for tags 'UVW'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 3 results

  1. 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
  2. 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
  3. 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:
×
×
  • Create New...