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RayneCloud

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Everything posted by RayneCloud

  1. Hey Everyone! So here's that update I promised, as I said I had to take a week off for RL reasons but here we are after about two weeks of actual work! It's not much, but I'm happy with the progress. So, today I started out with a "Test Render" in Blender to see what the desired outcome would look like, (albiet I don't have any graphical mods installed). That test render and test planet, was this, Step 2, was getting all of our primary "Maps" off of this sphere and that started with some frustration as the first output for the Diffuse Map (Color) was this, Now, these little black triangles are there for a few reasons, but there's no need to go in to details at the moment. Suffice to say, the desired outcome required some manual fine tuning of the sphere object in blneder as well as manually adding in new vertcies and the use of a plugin to help me properly bake to a texture that was manually unwrapped to a grid. That outcome was this, the first diffuse map, Much better yeah? It's also flipped and still wrong, but, baby steps and progress! (There's also still plenty of polar distortion to work out later in either gimp or fixing the unwrap process in blender) So, what's next? Well, our Normal Map and our Height Map, Again, not great by any stretch of the imagination, but progress is progress. All of this ended the work day with a test world in game as about 30 minutes ago or so, Not quite the goal eh? No, not really, but this proves the process works (albiet it needs a LOT MORE work to be better than it is) but the outcome is a planet from concept to in-game in the span of about 4 hours or so of total work. There's also still several issues to iron out, 1. The planet is being light from The Sun even at 0.04LY from it. 2. The Local PQS Space isn't colored correctly at all. 3. Local PQS Space is having generation issues, but it does generate and is landable. So that's it for today, stay tuned for more over the weekend! -Rayne
  2. Hey all! The mod isn't dead, I know I went quiet for a bit but I've been really busy IRL. Stay tuned for more info soon!
  3. This is the coolest thing ever. Well done Jeb!
  4. Here it is, Games Industry Professional (She/Her) Former Community Manager - Kerbal Space Program (2011 - 2013) Former CM - Legends of Aethereus , Heliborne, Grumpy WitchFormer US Navy Medical Professional - Disabled Veteran, Honorable Now that that is out of the way, all of my points still stand. The level of down right abuse I see here, coupled with the level of confidence displayed by those who've not worked a single day in this industry bothers me a great deal. This team is talented, dedicated, and passionate. I believe in them, and game development is HARD. I would beg you all to have some patience. Wait till the final product is in your hands and then make your critiques, but do so without the downright abusive tone. Please?
  5. Literally all of this. For all 4 games I've worked on. All of it. 100% accurate.
  6. 1. I am not a Sir, it's litreally in my signature. 2. I have no comment on their communication and marketing strategy at the moment. 3. I do not work for PD or Intercept so I would be entirely unable to answer any questions like this.
  7. Yes. 4. Kebral Space Program. Legends of Aethereus. Heliborne. Grumpy Witch. I am also in talks to become a Senior Community and Media Relations manager for the US arm of a AAA studio tomorrow morning. Also, all four of the projects I worked on were Unity Engine projects. I've also done QA/Testing and been a QA Lead, again, for Kerbal Space PRogram, for which I was one of the people who started the Experimental Testing Team and Media Teams for the game whose forums you are on asking me this as you seem to have not read my signature.
  8. I have no idea what to say to this, other than, this reads like someone whose never worked on a single software or game project before.
  9. Cool! I'm also talking about the start of the calender year in jan and the end of the fiscal year in march (which is 3 months apart) but please do go on correcting me and being pedantic.
  10. Oh? That? No. That doesn't happen. Especially when a project "goes gold" yeah, thought you were talking about something else.
  11. Yes actually, code bases can and do change, a lot over a the course of the whole development cycle. Re-writes, Forks, Engine Updates and Changes, Code Cleanup passes after an Audit, etc. This does in fact happen, often.
  12. Take 2 Interactive's Fiscal Year ends in March. Fiscal Year 2023 Ends March 31st 2023. People seeing that the game was pushed to "Q4 FY 2023" think that means the game will launch in Oct - Dec 2023 which is now how Fiscal Years work. When I say "Off By 3 Months" I mean, that T2's "Fiscal Reporting" for the "New Fiscal Year" Starts April 1st, meing their Fiscal year is "Off" by about 3 months compared to the Calender year.
  13. Not for T2 it's not, their Fiscal year is their own. FY's can change as @adsii1970said
  14. What Is a Fiscal Year (FY)? A fiscal year is a one-year period that companies and governments use for financial reporting and budgeting. A fiscal year is most commonly used for accounting purposes to prepare financial statements. Although a fiscal year can start on Jan. 1 and end on Dec. 31, not all fiscal years correspond with the calendar year. For example, universities often begin and end their fiscal years according to the school year. What does this have to do with KSP2? For starters, T2's Fiscal Year 2022, as noted here, ended on March 31st 2022. (Making the Jan-March 2022 Timeframe Q4 FY 2022.) https://www.businesswire.com/news/home/20220516005693/en/Take-Two-Interactive-Software-Inc.-Reports-Strong-Results-for-Fiscal-Year-2022 This places us firmly in "Q1 FY2023" right now as I type this post. Meaning, that when you see the game slated for "Q4 FY2023" that is a Fiscal Year that is going to End by March 31st of the Calender Year of 2023. In short, their Fiscal Year is off by about 3 Months or so. On a side note, the Steam Update that showed the Date being 29DEC2023 is a place holder. That happens. I've personally set the launch dates for 3 games on steam, (Heliborne, Legends of Aethereus and Grumpy Witch) and that really is just that, a place holder date. The rampent speculation here isn't helping anyone, nor are the insults, attacks, and outright abuse thrown at the team for making a very very hard decision. I trust Nate, I trust this whole team to do right by what Harv, C7, Mu, Nova, Skunky, PDX and Me all started all those years ago. Remember, that there are also KSP1 Dev Team members working on KSP2 now, and I promise you that they want KSP2 to be the best it can be as well. I am asking for some paience and understanding is all, some temperance and a little bit of faith and good will. Pretty please? Sincerely, C. Rayne Formerly KSP CM 0.8 to 0.20
  15. This is a test render of some of the newer tools and workflows I'm exploring rendered in Blender. I hope to get near to this in the final in-game version.
  16. Everything we've seen about KSP2 so far has been constantly "Pre-Alpha" gameplay, any release that would be this year just doesn't seem to be feseable from my perspective. I really don't think KSP2 is coming this year.
  17. Hey everyone, wanted to show off more of my new found perfered and most loved work flow. Here's test render of a moon using proc gen with blender, It needs a great deal more texture, craters, detail overall, etc. However, I'm pretty pleased with it as a first test. The work flow is basically build a world in blender, export everything in to GIMP to handle fixing things like polar distortion and offset seam fixing, etc, and then build the KOP config and hopefully... put it in game.
  18. Can we keep my thread on topic to my mod and work on it please?
  19. Hey @Angel-125Blueshift has quickly become my faveorite FTL mod ever for KSP. I love your design here and the requirements for stucture, etc. However, I have a quick question if I may? I've noticed that when I'm in interstellar space traveling between stars, the speed of the ship sky rockets to 10,000c or much higher and I seem to just fly right past stars I have targeted. Is this supposed to happen? Or is there a specific velocity curve based on location?
  20. I started this project last monday, and a week later I've learned so much from so many people. I've learnd GIMP, Wilbur, and other tools. I've learned how to make color maps, normal maps, height maps, I've even learned how to spawn in asteroids and a lot more. The ONE thing that was holding me, was building the stars themselves. The data in the configs are a nightmare and confusing as hell, and if it wasn't for @StarCrusher96 spending many hours with me (thank you for being so amazing and patient and a wonderful teacher and mentor) I wouldn't have gotten here. Now, I'm sure you're asking, "Why care about the stars so much?" The answer, is that I wanted the stars to blend in with the stock skybox like they were always there. Today, I reached that goal, so, let's take a look shall we? This image shows Krios, the first star in the pack, that sits at 0.04LY from Kerbin. If I don't show you were it's at? Can you pick it out from the crowd? I can because I know where it is, but I doubt others can see it without knowing or zooming out the map. So, where is Krios? Right there. Anyway, this week should be FULL of forward progress, so stay tuned! -Rayne
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