It needs to look good in all situations, nothing looks worse than a distorted texture. But the texture mapping would still be problematic. Thinking about it, It might work by animating the shroud model and then lock that animation in one frame depending on the diameters. But what is the reward? A shroud that looks better in some situations and worse in some other situations? That is all doable if you put some effort into it. If you want to use a texture with a bump map you need to generate tangent vectors. If you want the lighting to look right (you do!) you need to generate normals for your geometry. It also tends to get confused when adding a radial probe core like MechJeb, warning that the probe core is attached wrong. What you can do however is place multiple decouplers, then surface attach different objects to them. Radial decouplers are surface attach so dont get covered. In this case, IF its indeed the decoupler in question, it may be that the game is confused because of the struts. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ![]() You will need to generate a texture mapping too. The hints in that window are sometimes a bit obscure, or downright wrong. ![]() While your suggestion would work if the diameter under the engine is larger than the one above it, if it is the other way around you will get into trouble.Īnd even if you somehow get around that, you are not done just generating the geometric form of the shroud (which is only trivial if you refrain from adding any detail). The Unity engine has some capability to create meshes on the fly, however its not as easy as you make it sound. If there's a differential, the shroud should be tapered. It should look at the tank diameters above and below the engine, and connect them.
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