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An old blog post.


Whirligig Girl

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As we aren't developing a Martian rebellion simulator with building destruction (for now, at least)

So I found this :P

(I won't get into how I find the texture quality on destroyed buildings and even low-tier buildings fairly sub-optimal, I swear I won't do it. Even though there are glitchy, transparent textures that are gritty and... I swear I won't get into that)

- - - Updated - - -

Initially I have intended to use decals, like ones used on vertical surfaces of the buildings for AO and highlights such as the ones used on the SPH floor for all those lines. But exterior ground surface has one important difference: it's being observed from insane range of distances, from extreme close ups when Kerbals traverse the place on foot to dozens of kilometers in flight. Tests, though, have demonstrated that writing a decal shader that would be reliably sorted properly over that whole range is nearly impossible.

Heh. Problems with floating decals. Just like the floating yellow lines in the Tier 2 VAB.

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