RayneCloud Posted May 10, 2022 Author Share Posted May 10, 2022 Hey everyone, wanted to show off more of my new found perfered and most loved work flow. Here's test render of a moon using proc gen with blender, It needs a great deal more texture, craters, detail overall, etc. However, I'm pretty pleased with it as a first test. The work flow is basically build a world in blender, export everything in to GIMP to handle fixing things like polar distortion and offset seam fixing, etc, and then build the KOP config and hopefully... put it in game. Quote Link to comment Share on other sites More sharing options...
RayneCloud Posted May 15, 2022 Author Share Posted May 15, 2022 This is a test render of some of the newer tools and workflows I'm exploring rendered in Blender. I hope to get near to this in the final in-game version. Quote Link to comment Share on other sites More sharing options...
An Amongus Sussy Player Posted May 16, 2022 Share Posted May 16, 2022 On 5/11/2022 at 1:28 AM, RayneCloud said: It needs a great deal more texture, craters, detail overall, etc. However, I'm pretty pleased with it as a first test. The work flow is basically build a world in blender, export everything in to GIMP to handle fixing things like polar distortion and offset seam fixing, etc, and then build the KOP config and hopefully... put it in game. It will not be easy to export bodies, because iirc blender does not support equirectangular exporting there should be a plugin for it tho so best of luck Quote Link to comment Share on other sites More sharing options...
RayneCloud Posted June 2, 2022 Author Share Posted June 2, 2022 Hey all! The mod isn't dead, I know I went quiet for a bit but I've been really busy IRL. Stay tuned for more info soon! Quote Link to comment Share on other sites More sharing options...
RayneCloud Posted June 3, 2022 Author Share Posted June 3, 2022 (edited) Hey Everyone! So here's that update I promised, as I said I had to take a week off for RL reasons but here we are after about two weeks of actual work! It's not much, but I'm happy with the progress. So, today I started out with a "Test Render" in Blender to see what the desired outcome would look like, (albiet I don't have any graphical mods installed). That test render and test planet, was this, Spoiler Step 2, was getting all of our primary "Maps" off of this sphere and that started with some frustration as the first output for the Diffuse Map (Color) was this, Spoiler Now, these little black triangles are there for a few reasons, but there's no need to go in to details at the moment. Suffice to say, the desired outcome required some manual fine tuning of the sphere object in blneder as well as manually adding in new vertcies and the use of a plugin to help me properly bake to a texture that was manually unwrapped to a grid. That outcome was this, the first diffuse map, Spoiler Much better yeah? It's also flipped and still wrong, but, baby steps and progress! (There's also still plenty of polar distortion to work out later in either gimp or fixing the unwrap process in blender) So, what's next? Well, our Normal Map and our Height Map, Spoiler Spoiler Again, not great by any stretch of the imagination, but progress is progress. All of this ended the work day with a test world in game as about 30 minutes ago or so, Not quite the goal eh? No, not really, but this proves the process works (albiet it needs a LOT MORE work to be better than it is) but the outcome is a planet from concept to in-game in the span of about 4 hours or so of total work. There's also still several issues to iron out, 1. The planet is being light from The Sun even at 0.04LY from it. 2. The Local PQS Space isn't colored correctly at all. 3. Local PQS Space is having generation issues, but it does generate and is landable. So that's it for today, stay tuned for more over the weekend! -Rayne Edited June 3, 2022 by RayneCloud Quote Link to comment Share on other sites More sharing options...
RayneCloud Posted Monday at 01:24 PM Author Share Posted Monday at 01:24 PM Well, looks like I might be back to working on this. Stay tuned for more. Quote Link to comment Share on other sites More sharing options...
RayneCloud Posted Tuesday at 08:31 AM Author Share Posted Tuesday at 08:31 AM (edited) TCoK Development Update: Version 0.0.1.0 Pre Alpha Status: Early Pre Production and Planning / Early Pre-Alpha Testing Hey all, so, yes I've necro'ed the crap out of this thread and it has been a LONG time... but, I had job prospects call through, and a bunch of IRL stuff, and given the current situation with KSP2...... Well, let's just say I got a bee in my bonnet to start working on something that I had a lot of fun with again. So, here we are. First Things First I fully intend to keep to the original idea of the pack as outlined here: Though, I am making some changes. Pack 1: Stars with in 5 to 10 Kerbal Light Years (1/100th Light Year Scaling) Spoiler Krios Algos Aquarios Tauros Pack 2: Stars with in 10 to 15 Kerbal Light years Spoiler Castor Pollux Leonis Karkino Pack 3: Stars with in 15 to 20 Kerbal Light Years Spoiler Zygos Skorpios Parthenon Sagitarian Pack 4: Multi Star System at 25 Kerbal Light Years Spoiler Ophikas / Serpens The big questions I have here, 1. To much? Even with it being modular? 2. Does it come off like Quantity over Quality? I want each system to be worth exploring. 3. Given the FTL and Interstellar Mods we have, are the distances to far / too hard to achieve? 4. What would you want to see from each system given the goal of "Progression"? 5. Is there a quality standard you're expecting given GU/KSS2/OPM/Kcal/ other high quality planet mod packs? Such as EVE, Scatterer, compliance? 6. Are there any other options like HomeSwitch or Wormholes that you'd want to be in the packs or at least be optional? For some possible questions I might get, 1. Yes I am actively working on this again and I do "intend" to finish it, but we all know how life goes. 2. I intend to get the first pack done with in the next few months (I'll be moving at a pretty slow pace.) 3. Yes I am still working with a lot of proc gen (but still intending to go in after the fact and make changes personally.)(No this doesn't mean I'm just using stuff from ID) 4. I have lost all of my original work as detailed in the earlier parts of this thread, which was another reason for me not returning until now, I have start over. Though, with what I learned during the first attempt at this, I think I'll be doing a better job moving forward. Edited Tuesday at 08:39 AM by RayneCloud Quote Link to comment Share on other sites More sharing options...
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