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Found 6 results

  1. As someone who has and is living in a heavily forested area, the trees don’t look right to me. They don’t blend into the environment like you would expect them too, but instead stick out like a sore thumb. Different species of trees are also in the wrong places. Being at the equator, the KSC should be mostly surrounded bushes, palm trees and a more tropical environment past the mountains. Instead it looks like the English country side. The island with the runway also has pines on it? I know it’s nitpicky but these kind of details really help with immersion. It’d be really cool to land in a rainforest, desert, or a large forest with redwood trees. Seeing animals would also be pretty cool ngl .
  2. 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
  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:
  4. I am looking for a kind person with some experience in making some simple low poly tree models (.mu i think is the format i need them in). i need them for these textures. https://imgur.com/a/84QJW I don't have any experience with blender or part tools and i have failed miserably and I'm now at the point of outsourcing for help. Of course, when i implement these into something I'm working on you will get full credit for the work. hope to hear back from someone soon Im no stranger to hitting the donate button if you need more incentive. thanks!
  5. The trees on my KSP save are glitched and I am not sure why. I have images provided below and a mods list. Operation System: Windows KSP: 1.2.2, 64 bit. Mods: https://www.dropbox.com/s/ihhv5idl8bkamc6/KSP Heavily Modded DMP - Mods List.ckan?dl=0 Images: https://imgur.com/SDATW91 https://imgur.com/f99THzb
  6. If modders need some new ideas to work on... Here it is something that will take KSP to new realism..... See the picture below:- Just think if mooders can make some addons to add trees to the surface. I have one idea to make Kerbak Konstructs statics(trees) and add it to the shores. Just think about it....... It'll be fun......................
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