Jump to content

Jeorge

Members
  • Posts

    67
  • Joined

  • Last visited

Everything posted by Jeorge

  1. I just got back on playing Kerbal again and this mod interests me. I kinda did a quick rough PBR texture in Substance painter of the mainsail engine without disturbing it's geometry and UVs. I ripped it using the mu to blender tool then export as fbx to 3ds Max I don't really know how to do all this stuff. If anyone want to experiment with it, I've attached the TGAs. It is using Unity Standard shader, the smoothness is embedded in the metallic map alpha channel. NOTE: That the normal map may not work correctly as I modified the smoothing group for the map baking. I have a modified FBX of the Mainsail but I think they might be legal issue of me posting it. https://www.dropbox.com/s/y1csnzrd8fufnmy/mainsail-tga.zip?dl=0
  2. @Kartoffelkuchen There's like a successor(kinda) to old school fairings, it works differently. It's called Simple adjustable fairings Maybe you can take a look at it for implementation in the future.
  3. Jeorge

    0

    I told unity it was a normal map. I think it was an issue with compression quality, billinear/trillinear, that stuff. I haven't really pinpointed the problem because I re-imported my model and texture without touching any other setting. I learned not to touch some other settings now lol, it makes the eliminating process of problems much easier.
  4. Jeorge

    0

    I've confirmed it. It is a normal map issue. It was gone when I removed it. Might be a mismatch from the unity 5 export preset in substance painter. There are many kinds of normal map. Edit:Fixed it. It was a texture import issue inside unity.
  5. Jeorge

    0

    Nope. it's a proper normal map projected from a high resolution mesh using Substance painter. I don't see this issue in unity though. Just to add, my texture is in tga at the moment. I'll try changing graphical settings inside ksp
  6. Jeorge

    0

    I just tried and it's still there. It might be an issue with the normal map
  7. Jeorge

    0

    Just an update. I'll try to iron out any issue with this model so that I can learn how things go and finish the other "static" models. I'm a little bit off with the attachment nodes. I still don't know how Max > Unity > KSP handle rotation. What faces what. Also I'm having trouble with jagged shadows and weird highlighting I don't know if that's a ksp issue or it's from me. I'll work on this.
  8. Jeorge

    0

    I mistook radius for the diameter that's why it's 2x the size lol. Good thing it will be easy to rescale.
  9. Jeorge

    0

    I have my units set to meters and my export unit set to meters. It happened on unity using an obj file as well. I reimported the fbx in 3ds max and it scaled fine. I even downloaded blender and imported it there and it scales fine. I posted the problem and .fbx here
  10. Jeorge

    0

    Sorry for the late reply. Yes I did reset xform, if that's what you're asking all of them are on 100% scale, 0's on transform and rotation. I'm going to post my problem w/ screenshots and fbx file in the modelling and texturing subsection later. It appears my model's scale is doubled on unity but not on 3ds max and blender. I can just rescale on unity using .5 rescale but I think that's a band-aid solution. I'm having an itch to know the reason lol.
  11. Thank you so much for this! I used OldSchoolFairings in the past. Looking forward to future implementations to other mods that uses fixed fairings. Just a question, is the staging by design? I tested the 5m expanded and both the fairing deploy and payload decoupling is in one stage.
  12. Is this mod dead or obsolete because of something inside the game that broke this. I hope it'll continue.
×
×
  • Create New...