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Everything posted by martinezfg11
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I got my last name followed by my first and last initials followed by two random numbers recommended to me by Gmail because there are a billion Martinez's out there and there you go.. I would like to know where @Porkjet and @regex got their usernames from.
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Congrats on the release!
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BumpMap strength in 1.1 shaders
martinezfg11 replied to InsaneDruid's topic in KSP1 Modelling and Texturing Discussion
I thought the shaders in SquadCore were broken. -
[WIP] IVA Everything - WIP Release!
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Development
Now that the plugin side is done I'm in full blown modelling mode. My goal is to have cutouts for all MK2 and MK3 pieces. -
[WIP] IVA Everything - WIP Release!
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Development
True, but those are "external" models that will not be visible once the IVA is Activated. Maybe I can have the IVA dynamically change depending on what's attached... Just maybe... -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Alright, so updating this mod is going slower than I want it to. But, some things are still usable. So I'm putting a pre-release on GitHub in case anyone wants to try out the new stuff. Things will be changing almost daily. https://github.com/martinezfg11/AoA-Technologies/releases/tag/1.3.5 Dependencies- ASET Props ASET Avionics Rasterprop Monitor -
[WIP] IVA Everything - WIP Release!
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Development
Yeah that sounds good, but unfortunately engines are essentially just nozzles sticking out of fuel tanks in KSP. -
I almost thought that was a NASA render..
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[WIP] IVA Everything - WIP Release!
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Development
OK, major thanks to @JPLRepo for adapting JSIAdvTransparentPod to work with non-crewed IVA's. Here's an in-game shot, I'm going to use materials with no textures, only modified burn colors. But that's subject to change. Also, I finally got it aligned!! -
[WIP] IVA Everything - WIP Release!
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Development
Yeah, lets just say there's been a breakthrough that will allow this mod to progress past the concept phase.. More information to follow.. -
So I've noticed that you are making these "packs" that you then add to the cockpit, how are you making those if I may ask? Are you using a separate scene? can you load props without an IVA and save these out to use later?
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[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Thanks, I'm currently trudging along with IVA's and updating textures. Along with a plethora of other stuff. I've poured tons of time into this mod hopefully I can have something released soon-ish. -
Man, you're just full of ideas. Pretty cool, even though I had to Google this because I was confused at first. Also, KerbalKonstructs in space? Does it just statically stay in one spot or does it orbit something?
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Will there be a possibility of re-adding Sketchfab support? I thought it was pretty cool having that feature in the forums.
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Part invisible in KSP
martinezfg11 replied to alkopop79's topic in KSP1 Modelling and Texturing Discussion
Your mesh needs to be a child of gameObject. The partmodule script goes on the parent. Also, scale 100? Maybe it's not invisible but just absurdly large? What modelling program are you using? -
Helicopter rotor and the KSP API
martinezfg11 replied to alkopop79's topic in KSP1 C# Plugin Development Help and Support
You mean in the PartModules? That would be ModuleGimbal, you can look at some of Squad's engines for a clue on what values to put in. Your gimbal transform can be the same thrustTransform. Plus you can assign parts as children of your gimbal so that they move with the gimbal as well. I'd use something like gimbalTranform>Mesh>thrustTransform. -
Helicopter rotor and the KSP API
martinezfg11 replied to alkopop79's topic in KSP1 C# Plugin Development Help and Support
Your thrustTransform's Z+ axis is what KSP uses to identify where to impart force. So your Z axis would need to be pointed towards the base of your rotor. I just don't know if that would work since you would be thrusting into your other components. (think of a jet engine set on top of an airplane pointing down, doesn't make much sense, does it?) -
These are amazing..
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Stock source models or example models
martinezfg11 replied to ttbs's topic in KSP1 Modelling and Texturing Discussion
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Whats the purpose of layers in the ModuleAnimateGeneric? Does anyone know?
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[WIP] IVA Everything - WIP Release!
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Development
Yeah, I'm currently running into issues with just getting the IVA to work on a regular part. I get the feeling that I will need to write a plugin to have these "IVA's" show up on regular parts without adding extra transforms or crew slots. I have never written a plugin for KSP and I have limited C++ C# knowledge soo this is going to be fun. -
Normals not flipping...
martinezfg11 replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
Yeah I can't remember exactly how the issue occured (I haven't used Blender in a while). But, I believe that in Blender you can assign multiple materials per mesh, then in Unity you can set the Materials size in the mesh renderer to >1 and everything will be fine. But KSP does not support that. -
Is it still possible to embed sketchfab in this new forum? I've searched everywhere and can't find an answer.