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About vossiewulf

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    Sr. Spacecraft Engineer

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  1. I know, no worries. I have the game converted over to HTML5 and working, but I haven't been able to commit to fully working on the remaining features until I finish the ship model, which will be in a few weeks. I like making real stuff out of wood and metal just as much as I do virtual modeling and art and coding, and I have to toggle between them to keep happy, usually in about 6-8 month phases.
  2. Just replied, I'm glad I decided to pop my head in and see how things are going.
  3. Vossiewulf was just trying to get something, anything to work in a truly bizarre Goldbergian process with a stupefying number of steps just to make a simple game part. Seriously, if you set out to create a development process more absurd than KSP modding, you'd probably peg Max Absurdity and the entire universe would suddenly morph into a giant emperor penguin. As a result I have even more respect for those of you who manage to do such great work under a framework that constantly flails at you with teeth and claws and thorns and giant hornet stings and a broken bottle it found at the 7-Eleven. I've also been off doing other things as I do, so I'm going to see if I can get someone to take it over, my eyelid still twitches when I think about it. One of the other things I've been doing, it's about 90% scratch built, I tossed everything from the kit but the inner frame and the gun carriages and I've modified the design extensively to make it more accurate. It's a Royal Navy cutter, which were the fastest things on water for a bit over 100 years.
  4. Hey Gordon, I'll listen if there's more feedback but the intent of the mod was not to make some more average parts, but to make high-quality parts with multiple color schemes, the use of TU, and high-res textures. The latter I decided on as these are intended for use as wings as well, and considering the range of wing sizes, I thought it best to keep them at 1024 so they don't become severely pixelated at larger sizes.
  5. One more thing - the normal maps have to have file names ending in _NRM or they won't work correctly. Why is anyone's guess but the KSP code expects normal maps to end in _NRM.dds.
  6. You have to flip them vertically, then the Albedo files need DXT1, the Metal-Smoothness files get DXT5, and the normal map gets DXT5-NM.
  7. Ok, to rephrase, Shadowmage is once again winning while KSP beats me senseless
  8. Thanks Mecripp but don't do that, I already know what the problem is and have fixed it. The issue now is converting them all to DDS, I keep getting odd results and Shadowmage is getting the same odd results, we're trying to figure out what that problem is.
  9. Update, I haven't yet fixed the CS10 as I'm trying to convert all the textures to DDS but it's fighting me. I've enlisted @Shadowmage again to look into it, so far it's fighting him too As soon as it's resolved there will be a new version with all DDS textures and the fixed CS10. Further, since I've had several requests for wing-like textures for fins suitable for use as wings, 7 of the fins will have three new textures each for our aeronautical engineers
  10. BTW @Shadowmage, the Mk2 with the Panther tracks is cool enough to be a Johnny Quest vehicle
  11. Make sure you set some money aside What I can tell you is no matter what kind of texturing you do, once you've used Substance Painter you'll never ever go back to doing it in Photoshop and then testing and then fixing and testing again, repeat ad nauseum. You texture right on the model in real time and can see the results in real time in an excellent HDR renderer. It's French made (Quebecois actually) and that means it has a somewhat quirky UI and workflow, but as usual with French UIs once you do get it, it's quite efficient. And since it has a zillion procedural effects, grunges and things become stupid easy to do. The example I showed to @Shadowmage that made him disappear from the forums for three days after immediately jumping into SP was this one, a mech model I was working on:
  12. This is very cool, I especially like the pod bay where they all fit in neatly around a hub. Below was my poor man's version, best I could do was fit them around a tank or hab using radial docking nodes, and cover the whole thing on launch with a large aerodynamic enclosure. It will be much easier to launch your version