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dt890

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Everything posted by dt890

  1. nothing is absolute and if the speed of light is the maximum speed anything can travel then we never achieve the speed of light we can maybe do 99.99999% of the speed of light but we can never truly say we are are exactly traveling at 299 792 458 m/s
  2. dt890

    Black Mesa

    i know the Half-life universe is far away from what ksp is and will be, but i feel the need to alert the fellow members of this forum with some exciting news regarding the Remake mod of Half-life called Black mesa, they have been delayed for about 4 years now with no real information about progress in a long time. And because of that i got excited yesterday when i visited their site to find this: Using username 'bmesaroot'. Last login: Sat Jun 9 14:47:46 2012 from local.blackmesasource.com [[email protected]]# mediaupdater -debug Welcome to the Black Mesa media updater Current Mode: Debug Mode --------------------------------------------- facebook_page = \'http://www.facebook.com/BlackMesaDevs\'; facebook_likes = grabFBlikes(facebook_page); renderFBbutton(facebook_page); if (facebook_likes >= \'20,000\') { unzip brand_new_media_2012.zip -d /website/media render(\'media_update_ver\'); } else { render(\'current_media\'); end of line; http://terminal.blackmesasource.com/public/mediaupdater/#-status i know its intentional that this text is visible at the front page but it still one hell of a reveal. When they get 20 000 likes on their new Facebook page will they release 'new media'. i cant wait to see what it is! and i am writing here to ask you gyes to plz go to their facebook and give them a like: http://www.facebook.com/BlackMesaDevs
  3. ahah lol i said it in a possetive manner nothing negative.
  4. Thanks for the feedback u don\'t know how much i value feedback... (maybe even a little to much)
  5. sorry for the delays i am still doing textures, it is just that it is the last month of school before i graduate so things is intense atm. and there are textures that i am not so happy with that i want to improve before moving on... like the liquidfuel tank texture. (not quite sure if the poll is working or not can someone tell me how to manage and reset it... )
  6. i will do that when i get more content seems kinda pointless atm... fixing a zip for the next texture i release
  7. Well the new command module texture took longer than expected so the Solid fuel Booster texture is for next week instead. last 2 months of school everything is hectic :/
  8. got a quick question: is the normal map support a planned feature for the 0.15 release ? and if it is would you like to see me do the normal maps to ?
  9. ok because it was so close between the Solid fuel Booster and the Command module am i going to work on them both starting with the winner: Command module and later the Solid fuel Booster. it will take about 1 day per texture but i need to find the time to do it so an eta of 1 week (or less) to give me the time to finish them. starting from now
  10. i knew it was something i had forgotten... adding it on the poll...
  11. Due to the recent update [0.15] is the way i am changing textures not possible anymore, so until i learn how Ksp is using textures will this mod not be updated anymore. I will leave the textures free to download anyway but they will not work anymore Thanks for your support and feedback during this project lifetime and i hope to see you soon again I work by this procedure: (you might have seen this image before in one of my older threads.) Advanced Sas You can download the texture: Here! Fuel tank/Small Fuel tank You can download the texture :Here! Command Module You can download the texture Here! Feel free to use the textures in your projects/mods but link to it on this thread. Next texture: Solid fuel Booster Solid Fuel booster**Newer** You can download the texture Here! Download all Textures at the same time!!11!1!1 Don\'t want to download and rename every single texture ? well fear not! i made a zip file with all the textures i done so far. Download here ****BONUS**** Sorry for all the delays :/ To say sorry i decided to release everything and i mean everything not only the textures but the .blend and .xcf files to! So! you get all the textures + the Bonus content in this link:Textures+Bonus just remember that you will need the following programs to view the files: Blender, Gimp Feel free to use the Bonus Content and Textures to projects/mods but post a link on this thread. (i love to see what you do with it ) Don\'t like my 'remakes' of the stock ksp textures? Please say why and how i could make them better. (Texturing other models/parts just pm me)
  12. when building your uv map try to unwrap so that its only straight lines. so that every surface is rectangular straight 90° angles or as close as possible.(this excludes circles) it is a hard process that needs you to cut the shapes using mark seam. <--- this need you to have blender as 3d modeling program. Any other program will you have to look up on the internets my friend. And for photo editing programs i would recommend gimp. gimp is in style with photoshop but is free and will allays be free. uv mapping tutorial(blender): part2:
  13. no problem i am in the workings of a new texture it will be finished later today if everything is working right. (btw i have a question should i remake this thread in to a collection of my textures of is it better to start a new one? ) oh btw... a thing have been bugging me for a few days. why aren\'t all textures the same resolution? Well small parts like decouples makes sense but the advsas texture compared to the fuel tank textures... the advsas is 256x256 while the fuel tanks is 1024x1024, solid boosters 512x512, Sas 1024x1024...
  14. i am not 100% sure but i think the scripts will work because the problem that appears when exporting from N-gon to polygon formats can be fixed just simply by making the n-gons to polygons through tesselation. i also found this: http://wiki.blender.org/index.php/Doc:2.6/Manual/Data_System/Files/Import/COLLADA 'Import Supported geometry types are tris polylist polygons ngons are triangulated automatically trifans' the reason i am not 100% sure is because i couldn\'t find some solid evidence that Bmesh is working with just Ngons (but its more than likely)
  15. btw you can install the latest build of blender with the new mesh modeling interface for the 2.63 update today. THE LINK ----> http://graphicall.org/831 and for those who want to know more Google: Bmesh
  16. 1: avoid using Subdivision Surface, i recommend loop cut instead(hotkey: ctrl+ r) because you will get less unnecessary vertices. 2: enable edge split and uncheck the edge angle and select the edges you want to be sharp then press ctrl + e and in the drop down select mark sharp. 3: knife tool do not exist in blender since 2.49 but fear not a new update is coming with a revamped knife tool (likely 2.63)
  17. might do that later but this one is public just because i need the feedback to know it this is good or not
  18. well was bored today so i decided to re texture the Asas... anyways this is how i made it: start here ^ you can download the texture here:http://i.imgur.com/ieS0Q.png Don\'t forget to name the image exactly like this: AdvSAStex and then just copy paste it in to your KSP\Parts\advSasModule\textures folder and overwrite the already existing one. I can re texture all stock parts (and modded ones) in similar fashion to this. But it depends on DEMAND! sidenote: i might take requests on modeling and/or texturing models for mods. feel free to use the texture in your projects but give a link to the project on this thread.
  19. i havn\'t got any e-mail either
  20. i use Blender and have done so for at least 7 years now. reason ? because it is free and open source and have everything maya, 3dsmax, cinema 4d have and will continue to grow. the weak spots in blender is probably the integrated render software... but if you are using blender for modeling then it\'s the best...
  21. ^ agree and one thing i find lacking in orbiter is the Crashes (like in spaceship crash and not like game crash) in ksp is the crashes epic and overdone instead.
  22. improved and fixed some mistakes form the first one... can fix more backgrounds if the response is positive. come with suggestions.
  23. Here is my contribution to the fanart of KSP Programs used: Blender, Yafaray, Apophysis7x, Photoshop
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