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PQS Textures and Heightmaps

NathanKell edited this page Apr 15, 2014 · 2 revisions

"Normal" normal maps don't work for KSP's scaled space planet shader. The issue with the offset lighting is that for some reason, KSP (Unity?) rather than wanting your average RGB normal map, wants a weird RGBA normal map where RGB is old-G inverted, and A is old-R inverted. I fixed the maps AndreyATGB posted (see screenshot of my attempt upthread) and will work on the other planets too.

Here, btw, is how you make CB textures.

For all maps (color, normal, heightmap): flip horizontal, then offset left 1/4 of the map width, wrapping around.

For normal maps: then invert R and copy to Alpha; then invert G and copy to R and B.

Note that it seems some bodies don't need inverted or offset textures (the thing about normal maps still applies though).