TexturesUnlimited
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Incorrect Emission Map
It seems like the x,y for _Emission has a bug somewhere. In the following example, just turn on the lights for the pod, and you will see the rungs also light up, even though the rungs should be in the black part of the _Emission map. It may be the difference in size. Squad uses 1024x1024 for diffuse and normals most of the time, but 256x256 for emission.
KSP_MODEL_SHADER { name = StockSteel model = Squad/Parts/Command/Mk1-2Pod/model
TEXTURE
{
shader = SSTU/PBR/StockMetallicBumped
mesh = rung
}
}
Interesting, will give that a test and try and get this fixed up for the next release (probably next weekend). Might have it available earlier in the dev branch if/when it is fixed.