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Everything posted by CaptainKipard
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Assistance is required somewhat
CaptainKipard replied to TimberWolffe's topic in KSP1 Mod Development
TimberWolffe if you don't know how to add your own resources then check out the dev links compilation, and let me know if this solution works. -
Need your own thread moved or locked? Post here.
CaptainKipard replied to Rich's topic in Kerbal Network
Please check out this link and maybe quote the info in it. I'm wondering whether it's pertinent to the question posed by a modder here. -
Assistance is required somewhat
CaptainKipard replied to TimberWolffe's topic in KSP1 Mod Development
I don't think you can use .8 Try 0.8 -
annoying unity/ksp texture bug
CaptainKipard replied to amankd's topic in KSP1 Modelling and Texturing Discussion
Look here. - Common Problems and Solutions. Specifically this. -
Confused and just starting.
CaptainKipard replied to Caithloki's topic in KSP1 Modelling and Texturing Discussion
You can't use PNG anymore. You'll get white textures. Convert all textures to DDS. Also ... dae? -
Need help!! Texturing.
CaptainKipard replied to Tristonwilson12's topic in KSP1 Modelling and Texturing Discussion
By the way this explain the manifold mesh. These models were designed for 3D printing, not as a game asset. It would actually take less effort to make your own version of this rather than trying to optimise it. -
Need help!! Texturing.
CaptainKipard replied to Tristonwilson12's topic in KSP1 Modelling and Texturing Discussion
:/ So do one? Actually DO one. -
Need help!! Texturing.
CaptainKipard replied to Tristonwilson12's topic in KSP1 Modelling and Texturing Discussion
So remind us again how you want to make mods? You took an existing model, and asked someone to texture it for you. -
Need help!! Texturing.
CaptainKipard replied to Tristonwilson12's topic in KSP1 Modelling and Texturing Discussion
Also I can see you've made most of that model, or all of it, manifold. I don't think that's necessary. You can save a lot of polys by having intersecting meshes. -
It wont break savegames, because the game is already out or The game is still in early access and it's called "KSP 1.0" v0.91.2 How are broken savegames still up in the air?
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There are no placeholders anymore the game is out.
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OK.. This is all nice, but career mode? Also will we be able to use the new physical shaders?
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They may have been around in a while, but they've always been completely broken, so no one ever used them. The stack nodes (FIXED_JOINT) have been fixed in 0.2something, but the HINGE_JOINTs, which are the equivalent of surface_attach still weren't working correctly so this fix was made. So Is it still working Is it still needed
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Orientation in Unity must be +Z for these. I just noticed they're hinge_joints. I don't know. I think you're confused about what's new and what's old.
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Best part about blender is that the majority of the most common functions are just a key-press away, in addition to your usual menus.
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Is this fix still necessary?
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Is this fix still necessary?
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That doesn't answer the question though. You're saying this helps you migrate multiple scenes. I asked what other problems do higher Unity versions cause and more specifically how do they manifest. Like I said, I need to know what the user will see during their workflow. How else are modders meant to understand that this is the solution to their problems without wasting time waiting for a response in a thread they start.
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What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
What are you missing? -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
I don't use max, but it seems to me like it should have major and minor grid lines. Blender redraws grid lines based on your zoom, down to milimeters. On another note I'm still interested in adding a free/open source locally installed cad program. I don't know enough about them to be making distinctions.