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Flag Decals see-through in the VAB


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This is in 1.1 KSP.  Has anyone else had this problem? All of my flag decals use the KSP/Alpha/Translucent shader, and in the VAB they now (at certain camera angles) turn the rocket transparent when mousing over the part. So far I think all of my flag decals are being affected by this. They appear fine in flight, it's just in the VAB that they behave this way. Screenshot below.

 

NOTE: Before hitting "save" on this message, I just did a quick test with a different shader, using KSP/Alpha/Cutoff instead, and it appeared to work OK, so I'll be switching my flags to this. Hopefully everyone's flags look good both ways. :)

 

KSP%202016-04-24%2008-57-27-31.jpg

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4 hours ago, InsaneDruid said:

Was reported as http://bugs.kerbalspaceprogram.com/issues/9321

 

PS: cutoff will introduce texture aliasing and will probably not look good on most flags.

 

Yeah, I was concerned about that as well. For now I've switched over to Cutoff in RSB, but I can switch it back when this is fixed.

 

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I've noticed this issue as well.

Additionally, if a mesh in a model uses KSP/Alpha/Translucent or KSP/Alpha/Cutoff, the transparent regions of the material show up as black when the part is viewed in the VAB/SPH parts list:

pJfTbGA.png

Also, if a mesh in a model uses KSP/Alpha/Translucent Specular, and encloses another opaque mesh, the first mesh shows up as opaque in the VAB/SPH parts list, while remaining translucent in the build area (but also masking certain other meshes in the model):
tjT3vTA.png

Any further insight regarding this @Porkjet @nli2work?

On 24/04/2016 at 5:06 AM, nli2work said:

Other parts with transparent shader does the same thing. I think it's a Unity thing... using legacy shaders with PBR. Just have to wait till all the shaders are upgraded. 

By upgrade, I assume this is referring to the shaders packaged with PartTools, and not the game itself?

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Wish he'd get that EVA chute done...

Back on topic...  are these different transparency options an image thing or a model thing?  I make my flags by making a png on a transparent background and I don't recall there being any options regarding *how* the png is transparent.

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44 minutes ago, tg626 said:

Wish he'd get that EVA chute done...

Back on topic...  are these different transparency options an image thing or a model thing?  I make my flags by making a png on a transparent background and I don't recall there being any options regarding *how* the png is transparent.

They're half done. It could've been done last year, but reasons makes it not done yet.

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1 hour ago, tg626 said:

Back on topic...  are these different transparency options an image thing or a model thing?  I make my flags by making a png on a transparent background and I don't recall there being any options regarding *how* the png is transparent.

 

They're different shaders on the model.

 

Right now the KSP/Alpha/Cutoff shader is working pretty well, but the problem with that is that the pixels in the flag are either fully transparent, or fully opaque, which results in aliasing around the edges and of course does not honor partial transparency in the flag image. Those transparent light domes are a great example of why the other shaders are really broken. It's not just for flags.

 

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I don't know what I meant by "upgraded", probably whenever KSP/Standard shader gets activated in game :D... honestly it looks like a Unity problem, same thing happens with Unity's standard shader. I don't think there's much Squad can do about it short of modifying the rendering system. Saw some people talking about it back when Unity5 first released, not sure if there's a solution or just wrong build settings...

if you have transparent on top of transparent you'll get things disappearing from some view angles. transparent on top of cut-off is okay. particles are affected too, highlight effect will render on top of particles when you mouse over the engine.

Edited by nli2work
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