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blackheart612

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Everything posted by blackheart612

  1. That looks great! The last tanks are nice. Anyways, color coding shouldn't be that hard, most of the community has it set for a long time now, even ksp. Or worldwide. Example, Oxygen is green, Monoprop Yellow Orange etc.
  2. I know i have an idea on how that works. I am trying to visualize a solution.
  3. In terms of file size, it's bigger since it's a png (it can be compressed, right?) If I convert the mbm to png though, and compare it to my texture, it's just a little bit bigger. Really little. Like a hundred, more or less. In terms of LxW, it's the same by the original so don't worry. If you are lazy to search, it's easy, get the mbm to png converter, it's a great tool. Better than editing hex all day long. The png there is already editable. I just layer them again and again because they are transparent mostly. But if I can't get it to work, I use taniwha's mu importer for blender and import the model to get the uv map and start there.
  4. Alright, currently working on the Mk1 Pod. Here's a rough plan on how it should look like:
  5. If I understood what you said and what the mod says, you should be able to keep your old crafts because it will keep the models of your old craft's stretchies but it will not be anywhere in the tabs.
  6. MM is needed to be able to make pods/containers to be able to have TAC without even touching their configs, which is also easily editable (because they are made up of pure modules made for TAC) and easily deletable. For example, you look at ThunderAerospace/TacLifeSupport, you will see StockPartChanges.cfg. These are the configs in which MM uses to hook up to TAC without replacing/changing the Squad Pods' config itself. Now if you want to uninstall TAC, it's deleted with the mod and not remaining in the config of the pods. BUT if you don't want MM, you can directly put the module of TAC itself to the command pods. Also, I will add that the containers don't need mm configs are they have the module in their configs.
  7. I'll make an engine phase release I think. If I'm done with them Edit: Nathan, I might not be doing that since the model has a different say. Even with a bump map, it'll barely look like it
  8. hmm, how about making one that can be hooked to stretchy?
  9. Yes, I am sorry if I am a bit confusing when explaining. Also, the grooves are absent due to the plan of mixing the SPS with J-2. Is it bad like that? Yeah, well, it will retain the textures but would be redesigned to match the rather more solid texture plan on the new ones.
  10. Still waiting for the texture switcher and the procedural fairing adjustment.
  11. I was doing Skipper today and I planned it to be a J-2/SPS Mix. I have tried it and it looked good so far. I'm currently working on the bump maps. After this, I do capsules and then Mainsail. You think it's good or should I add anything? Its really too bad that the Skipper's texture on that red line is back to back and the other is flipped so I can't make a texture that has the word "SKIPPER" on it. Makes me really sad. I know I can edit the UV map but I am noob in importing properly some modules, including engines of course. And it's just a "retexture" anyway.. Thank you, I really appreciate what you said. Gives more motivation
  12. Oh yeeaah. The fuselage fairings. Alright, I'll see what I can do.
  13. Eyedrops And a couple of randomly edited default PS palette. Then I eyedrop it to use again
  14. You can use a fairings that can't be decoupled in the structural tab. Have you ever tried it?
  15. There are fuselage fairings that can't be decoupled, right? I'm sorry if I seem to counter your ideas, please let me understand it guys. I'm interested with your problems
  16. It was Sage that wanted tiles in it. It was initially... I'm sorry Sage for posting pics here Kliper had all tiled up nose though.
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