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(Ubershader issues) |
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[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 18:11, 3 July 2014 (UTC) | [[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 18:11, 3 July 2014 (UTC) | ||
:Hello Hvengel | |||
:I have/had the same problem with the EC135P2 and the Dornier 328 model slow WIP. So far I can remember one thing seems to be is the uvmapping. When two face are overlapped in the :UVmapped it seems to produce this issue. At least it is not a issue with the shader itself. More the way the model is uvmapped. | |||
:Can you send a in-sim screenshot of the faulty part and a image of the the matching uvmapping? | |||
:Btw: the main culprit is not the vertice numbers- but the objects numbers. So a, let's say 7.000.000 vertice aircraft divided into 1000 objects has a much bigger impact | |||
: as a model with twice number of vertices but divided in only 50 objects. Means: combine all meshes into one object in Blender as long you don't need to animate in any way = | |||
: One object + those objects which has to be animated (aileron, flap,...)! | |||
:Cheers | |||
:--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 19:38, 3 July 2014 (UTC) |
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