Closed Jimbodiah closed 6 years ago
Which parts? And do you have images/examples?
I am able to make very matte colored fuel tanks/etc without problem. There could be some parts that still have improperly setup spec/metal textures though, which would give an undesired offset to the value specified in the UI.
Regular tanks looked matte to me when I was messing around last night.
I loaded my old Atlas V model I was playing with, and the SRBs had shiny nose parts, and I had not set them to that---take a look at those, perhaps.
MFT-A and basically every part with the new recoloring. If you move up/down you see the hint of a reflection moving up/down like there is a clearcoat over the part. Lemme make some screengrabs... brb
Ahh.. you must be using DX9? (don't feel bad... it took me ~3 days to figure out what was causing this)
(it is a known issue with Unity and DX9 -- they don't blur the cube-maps properly across their seams -- not something that I can solve; this is why Unity has dropped support for DX9 entirely in their recent releases, or one of the reasons)
Edit: DX11 and OpenGL both work fine for cubemap blurs.
euhm, how do I know what dx version I am running? My gpu is not the issue, so I don't know why I'm not on dx11 as my nvidia drivers are up to date as well.
[edit] nvm, found it... running DX11 according to dxdiag.exe
Do I need to force DX11 somehow then in ksp? omg, not this shit again like in x86 with the OpenGL force to save memory :)
KSP defaults to DX9 even if your system supports better. Run with -force-d3d11
or -force-opengl
to ensure it's not
That is so 2015....
Wow... yeah, now it's matte again, and some colors are really whacked vs earlier today.
So is most of KSPs codebase :)
Assumption is the mother of all fuck-ups... but I assumed the game just used the latest install and didn't force a legacy version.
:)
Now you can enjoy even further improved visuals and lighting. Not that DX11 seems to do much beyond fix the cubemap blurring.
Now I know how tater got those reflections in his tanks and my confusion with the PRB labeled tanks... I only got a vague reflection from the hab, nothing like the mirror-effect. I have that now though, wow, what a difference...
Even with specular and metallic set to 0, there is always a gloss over the parts, making matte surfaces impossible.