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martinezfg11

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Everything posted by martinezfg11

  1. Hey everyone, currently working on the next update. The update will include new IVA's, optimized colliders, dependency removal and additions. Oh and a new part.
  2. I noticed you added a coordinated turn feature and it is awesome... Try turning off moderation if using a VTOL, but since AA isn't designed for hovering then you might have a mixed bag of results.
  3. I agree with hojjiwana, the mesh could be optimized a bit in terms of polycount. But other than that, I like it!
  4. So I think the issue has to do with adding multiple Emissive Animations per part.. I don't understand how the compiler is supposed to work. I have two different animations that I want to play on different parts but the dark screen issue only happens if the part is the root part...
  5. You said steam machine a while back and I thought you were building yourself a computer to run Steam on.... Oh the brain of a millennial.
  6. So, using the PartTools Color Animation tool, I'm still getting the black background issue identified by @alexustas. Is there a specific way things need to be set up in Unity?
  7. Warning Registration failed: Verification code not found. I get this error when clicking the e-mail link. Also, is sending the password in plaintext via e-mail a smart idea? I know it's not a bank account or anything I just don't know about sending a non onetime password like that. It's just me though.
  8. I just drag the material from the project window to the object in the 3D view, and it always works, try using a new Unity scene maybe something is corrupted?
  9. It depends on what you're willing to spend. Blender is very powerful once you get used to it. I personally use MODO which you can get on Steam for about 15 dollars a month I think. There's also Maya, which has an Indie version for about 30 dollars a month, and theres a 30 day trial and even a student version that you can use for 3 years. So download some trails and try them out, see which you like. I started using Blender, and when I switched to Modo, I just could not stop using it.
  10. 508,544 polygons triangulated, you might want to bring that down a a bit... It's a pretty simple part geometrically, you just have so many poly's it's not feasible for a game engine. You can achieve that same model with about a thousand tri's. Don't use Subdivision surfaces either unless you are going to do some kind of high poly to low poly baking. Edit: Here's a link
  11. Looking nice! Seems like an engine that size needs more Oomph coming out the back..
  12. I think you have to use the new color animation tool that the 1.1 part tools came with. By the way, I'm super excited your working on those parts again .
  13. It's worth every minute. Here's some main things to note about IVA's Make the center of your IVA the same as the center of your exterior part - I solve this by making my IVA with a copy of my external model, which is super important especially now with transparent IVA's. Make a Gameobject inside Unity and make your object a child of that Gameobject, then rotate it 180 degrees on the Y axis Your Kerbal transforms need to be Z forward (which means also rotated) and lower than the seated position, that you will learn with trial and error. The depth mask doesn't need to compass your exterior model, it just needs to hide what you don't want visible in the IVA. Once you "write" your IVA part then you will need to bring it in using the KSP Part Tools to put props on it, which will mean you need a config first.
  14. Yeah, notice the video says PT.2. There's 3 in total just find it on @nli2work's youtube channel. Those videos are the main sources I used for making IVA's when I started as far as unity setup and configs. If you need more help just PM me.
  15. It will definitely use both ASET RPM, and a flavor of my own props.
  16. My idea is to have a "common library" of IVA's for generic parts such as fuel tanks, other parts could probably be approximated. I'll look into the animated opacity option.
  17. IVA EVERYTHING Get your pre-release download HERE! Concept - Looking at the awesome new IVA shader that lets you see through windows or "cutaways" of IVA's, it gave me an idea. What if the cut-aways were not only for parts with IVA's? What if activating the shader made cutaways of different parts such as fuel tanks? My intent is to create "IVA's" but without any habitation, I would also like to separate the activation of the cutaway from the IVA view button, and even have the cutaway activate in the VAB or SPH. I will probably need a plugin to achieve the desired behavior. PRE-RELEASE NOTES Dependencies JSI Advanced Transparent Pods V0.1.5.0 or greater Parts Added: So far only parts added have been for the MK2 profile. Below are the parts currently supported: MK2 Profile supported parts. mk2FuselageLongLFO mk2Fuselage mk2_1m_Bicoupler mk2_1m_AdapterLong mk2SpacePlaneAdapter Planned parts support and features MK3 profile internals Rocket fuselage and tanks support Wings Mod Support Credits JPLRepo - Without him this would have not left the concept phase.
  18. Why do Kerbals have such big heads?? Hornet IVA progress below.
  19. I'm actively working the IVA for the Hornet, see one of my posts above.
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