-
Notifications
You must be signed in to change notification settings - Fork 45
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Heat Shields with FAR #572
Comments
Based on these images, FAR is voxelizing the colliders vs the meshes - those look like the stock colliders. You could indicate that to the FAR dev - I spent a while in the FAR repo just now trying to see if there was an obvious way they were overridden somewhere and can't find anything, so I have no idea what I might do to fix this. |
You can command FAR to use the mesh instead of the collider by:
But i find it weird that RS would need such patches since you are replicating the part colliders. FAR itself does ship a patch for specific parts but the stock heat shields are not among them. |
I think you're going to need to be clearer about how you define a bug in the mesh for FAR's purposes. Looking at the list of mesh items that have the What causes a mesh to fail voxelization, specifically? These parts aren't doing anything special. |
You can see in the 2nd screenshot that there are 2 planes in the mesh which I suppose should not be there. FAR will generate tons of drag with it in its current state. Mesh isn't voxelized if the transform doesn't have |
I'm fairly certain there aren't any giant planes in that model. I will check it out. That doesn't clarify much regarding the 3rd screenshot and the failing objects, though. I am completely sure that those objects that are failing have MeshFilters and not on that layer. |
Oh sorry, the |
Ok that's helpful. I will look into the issue in the 3.75m case to see if there are any anomalies, but getting back to the original issues in the first post, what can be done here? It looks certainly like the voxelization is not operating successfully on the parts that are described. |
The voxelization works fine, in the case of |
Hang on I think I might see what's going on here. It's possible that these items have mesh filters but no mesh renderers. Therefore we don't see them in the game or in Unity but I guess FAR sees them. Is there a particular reason why keying off the filters vs the renderers was done? |
The
|
I've added new nodes to You might want to check the voxelization of some other parts as well. I reckon |
FYI, this can be closed now, the latest FAR release contains the changes. |
Noted, thank you! |
The current master release and latest FAR has some issue with the meshs(?) when using FAR. I know it isn't designed for FAR, but I want to at least report it. Feel free to say you don't care.
Images
The 0.625 heat shield appears flat and extended beyond the actual part bounds
The 1.25m shield has the shroud mesh always on.
The 2.5m shield mesh extends down beyond the bounds of the part around the outer edge of the part.
Let me know if you need anything from me.
The text was updated successfully, but these errors were encountered: