Jump to content

Concodroid

Members
  • Content Count

    166
  • Joined

  • Last visited

Community Reputation

85 Excellent

About Concodroid

  • Rank
    (╯° ͜ -°)╯︵ ┬━┬

Contact Methods

Profile Information

  • Location
    rendering and such
  • Interests
    many

Recent Profile Visitors

2,171 profile views
  1. In other news, I used whatever model @fast_de_la_speed used for the Ariel Atom, and I'm going to try and make more images / video with it.
  2. Doubt it... but the Tesla Model X isn't made by NASA.
  3. Ehm... you should probably change that name, as KSP, and its mods and players do like using acronyms.
  4. I personally don't find these graphics amazing, but I've been spoiled by FS2020. And this is Pre-Alpha gameplay, and it looks this good. I expect the developers to take full advantage of new tech, shaders, PBR, etc. Also, I'm not certain, but they could add ray tracing in a later update. Also, remember that there are graphics settings. Most computers running KSP today can't run KSP 2 at max graphics at an acceptable framerate, sure. But you don't need to play at max. It's obviously way too early to tell how this game will perform, but I seriously doubt this will be something s
  5. Animation files? You can already animate kerbals, and create movies with them. Think about all the trailers for KSP
  6. Very good model, good lighting. I wonder if they'll add other kerbals doing tasks on different modules, like in certain city building games?
  7. I was here since the beginning of the mod and can confirm that yes, it was. rip
  8. I imported the craft, hit "make instances real", deleted whatever parts were too fiddly, and highlighted the entire craft and exported it as an stl.
  9. I must be missing some instruction somewhere, but... I've been taking part in Scott Manley's Runway project and I'm using your tools for KSP renders, and the only way I could get it to properly display materials was with the above method
  10. @taniwhaYes, that's what it was! Turns out that for whatever reason I hadn't cleared out all the little stick-y bits in whatever I was trying to import into. Looks like I skipped it, and it almost doomed me for this round of Runway Project. Is there any way for it to automatically connect MainTex and Emission to Principled, rather than StandardShader or whatever? Would save a bit of time overall IMO.
  11. Traceback (most recent call last): File "C:\Users\conco\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\io_object_mu-master\import_craft\import_craft.py", line 106, in execute return import_craft_op(self, context, **keywords) File "C:\Users\conco\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\io_object_mu-master\import_craft\import_craft.py", line 80, in import_craft_op obj = import_craft(filepath) File "C:\Users\conco\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\io_object_mu-master\import_craft\import_craft.py", line 44, in import_craft gamedat
  12. I've had no problems for months now, but for whatever reason, I'm just getting "TypeError: expected str, bytes or os.PathLike object, not NoneType" @taniwha
×
×
  • Create New...