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Ohfive30

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  1. I hope to update this eventually, but I've been very busy lately so haven't been working on the mod. at the moment only the ranger 25 has a custom IVA, all the others are pre-existing one from within KSP.
  2. That's a fair enough comment, perhaps some of the future stuff I'm planning will be more to your liking. I'm planning to turn the blue escape pod concept into a series of parts for a small shuttle. I'm also planning a series of parts to create a cargo carrying SSTO craft, I'm intending to make these all a bit cleaner, less worn and dirty. I'll probably release them as separate packs too. thanks for sharing your opinion tho.
  3. TheCardinal, Can I recommend you download the mod here http://forum.kerbalspaceprogram.com/threads/49965-0-22-Random-Parts-Mod and after unzipping, just delete the part folders you don't want out of "../Gamedata/RandomParts/Parts" the one you'll want to keep is the "cockpit_ranger25" folder. you'll also need to keep the spaces folder to get the IVA.
  4. I had a quick look on google and saw this tutorial http://vegastrike.sourceforge.net/wiki/HowTo:Radiosity_baking_in_Blender If you're just after the shadowing effect this gives, then have a look around for tutorials on Baking Ambient Occlusion to Texture, as that will achieve a similar end result. if you're looking to bake lighting or direct cast shadows then have a look for tutorials on Baking Shadows, as according to the blender 2.6 manual baking shadows will do lighting and shadows. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Bake
  5. I have to say, I'm really looking forward to trying this shuttle out, I love the design and the texturing of it. Great work.
  6. Updated! The mod has been updated, here's some of the additions, head to http://forum.kerbalspaceprogram.com/threads/49965-Random-Parts-Mod-0-14 for the downlaod.
  7. Updated! The mod has been updated, here's some of the additions, head to the OP on page 1 for download links. Enjoy!
  8. I think it may just be the name of your animation. I noticed that in the cfg parameters, the animationName is Deploy, but in your unity screenshot, the animation is called Take 001. I'd rename the Unity animation to Deploy and see what happens.
  9. Like a lot of people, I find myself trying to be more efficient. I also pay more attention to weights and numbers of parts, and I plan my missions more now too. I've kept my current lander for 1 minmus and 2 mun landings, improving it and the launch vehicle each time. It's so much more fun having this career mode .
  10. Here's a bit of an update as it's been a while since I posted one. this is the model of the Ranger 25 IVA there's some screenshots of it in-game in the first post.
  11. i had a similar problem once, It turned out to be some sort of error causing the exporter to stop before it exported the textures. have look at the concole once you've hit the write button for your part and see if there's an error, if so, that's probably the reason the textures aren't being written. Once you sort out what's causing the exporter to give an error then it should write everything, texture included. the errors get shown in the console tab which is in the bottom pane on a standard unity layout.
  12. here's some info on bringing in a greyscale image and having it work as a normal map, you have to specify some conversion settings in the texture importer http://docs.unity3d.com/Documentation/Manual/HOWTO-bumpmap.html is that the process you're going through? I'd never used the conversion of bump to normal in xNormal before so I thought I'd give it a try, I used the Height Map to Normal Map option in the tool section. The bump was a medium grey with some black lines for indents and some white lines for raised detail. you can see the result of the normal map generation. I wouldn't expect white areas to be coming out yellow unless they're defining a detail at a strange angle to the surface. I've yet to try this workflow in unity/KSP but from what I've seen previously in other normal maps I've done, putting this normal map into the bump texture slot of a KSP material would give a reasonable result.
  13. I'm not sure if you got this solved or not yet. but for future reference a bump map is not the same as a normal map. while a bump map is simply a greyscale image to show height off a surface, a normal map is an RGB image, normal maps look quite purple when you look at them. there are programs that will convert a bump map to a normal map, I think xNormal64 is a free one that does it. as far as the artifacts around the door, to me that looks like JPG artifacting from a highly compressed JPG, that may be unity causing that in the conversion, alternately look at your bump map and see if there's similar artifacts in that. You siad you use PNG and then unity saves as MBM, I've been using PNG and saving as TGA compressed, and I haven't had any sort problems so far. In the end it may just be a result of unity trying to interpret a greyscale image as a normal map.
  14. Thanks for letting me know this, I've never used module manager before so I did know this was an issue. I'll probably change the existing parts names for the next release, although that's going to break any ships people have with them on already. I'll make sure any future parts don't have spaces or underscores in the "name = . . . ." section of the part cfg.
  15. Thanks for letting me know Gristle, I'll fix it now ready for the next release. It must have been a victim of cut and paste There will be some adapters with the next release, I promise
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