Regarding the roof issue.... if you mean the curved terminal, it's clearly a case of uv coordinates spanning multiple textures in the atlas. The solution is non-trivial... first you'd have to make sure the textures are tileable and then you'd have to split the polygons on the borders....
not all the configuration parameters, installation etc
vanosten wrote in Sun Jan 31, 2016 3:25 pm:For now you can find a pdf and an html version on Dropbox.
AlvA91 wrote in Tue Feb 02, 2016 6:01 pm:What I noticed from time to time is that FG deletes automatically some buildings if they interfere with some trees from the random vegetation function. Is there any way, that FG could also delete the trees if they're to near to a pylon or a cable?
Users browsing this forum: No registered users and 7 guests