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Hello. I'm making a hollowed version of the drone core for a friend to use it as a service bay. I imported the texture to Gimp with the DDS importer and I got a transparent texture. After I applied it to the part on blender, it looked as it wasn't textured. After a bit of fiddling I found that unticking the "Use alpha" option it would show me a texture. It's all fine except the interior. The textures there have too much contrast if you compare them with the stock drone core. Look:

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There you can see the problem and the texture itself.

What can I do to solve this?

PS: How do I make a collider for a hollow part in Unity?

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Hello. I'm making a hollowed version of the drone core for a friend to use it as a service bay. I imported the texture to Gimp with the DDS importer and I got a transparent texture. After I applied it to the part on blender, it looked as it wasn't textured. After a bit of fiddling I found that unticking the "Use alpha" option it would show me a texture. It's all fine except the interior. The textures there have too much contrast if you compare them with the stock drone core. Look:

http://imgur.com/a/G49Sg

There you can see the problem and the texture itself.

What can I do to solve this?

PS: How do I make a collider for a hollow part in Unity?

Dunno whats going on with the alpha there(maybe some issue with importing alphas in gimp? I had that issue before i switched to photoshop)

To make a "hollow" collider in unity you must first understand that a collider in unity has to be convex (ie it cannot have holes through it) but there is a workaround. Use several box primitive colliders arranged so they approximate the shape of the model. This works well and there are no problems if the boxes intersect. try however to keep the collider count at a minimum for performance reasons. I used unity primitives but i guess you can use several mesh colliders too. But probably at a performance hit. i havent tried that tho.

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To make a "hollow" collider in unity you must first understand that a collider in unity has to be convex (ie it cannot have holes through it) but there is a workaround. Use several box primitive colliders arranged so they approximate the shape of the model. This works well and there are no problems if the boxes intersect. try however to keep the collider count at a minimum for performance reasons. I used unity primitives but i guess you can use several mesh colliders too. But probably at a performance hit. i havent tried that tho.

Why do they have to be convex? The collider for this model is not convex and it is working...

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yup but if i remind well for very simple part (funtionnalities/effect/else in game i mean) could be mostly oki but due too how unity work certain *.cfg {module} don't work with non convex colliders as well as certain other thing in unity hierarchy. not sure though require confirmation ...

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I personally use taniwha's Blender .mu import/export add-on to properly convert DDS textures to a format usable by Blender - I end up not needing to fiddle with alphas etc when I do so.

Why do they have to be convex? The collider for this model is not convex and it is working...

Service Bays, like Cargo Bays, generally need convex colliders in order for stock aero drag occlusion to be calculated properly.

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I personally use taniwha's Blender .mu import/export add-on to properly convert DDS textures to a format usable by Blender - I end up not needing to fiddle with alphas etc when I do so.

Service Bays, like Cargo Bays, generally need convex colliders in order for stock aero drag occlusion to be calculated properly.

I already have it. How do I import the textures? it's only for .mu files.

- - - Updated - - -

Has anyone tried to remove the alpha channel from a DDS image in GIMP?

Nope, that didn't work.

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I personally use taniwha's Blender .mu import/export add-on to properly convert DDS textures to a format usable by Blender - I end up not needing to fiddle with alphas etc when I do so.
I already have it. How do I import the textures? it's only for .mu files

After importing the MU file of the original drone core model, open up a UV image editor window - there will be a drop-down menu containing all the DDS textures associated with the part, that can subsequently be saved to PNG.

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