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AlphaAsh

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Everything posted by AlphaAsh

  1. 1- SCANsat's anomaly detector does pickup statics, yes. I use it whenever I get around to updating KerbinSide's map. 2- No. 3- Launch at each location. Fire up KerbTown. Locate the instance in the existing assets list. Hit update. Grab the co-ords. Experiment with KerbTown and you'll figure it out. EDIT - No clue as to how those co-ords then get set up in NavUtilities ILS. You'll need to talk to the mods of that mod for that.
  2. Love that helibase. A 'build it yourself pack' may happen, although as you've done, it's possible to do exactly that right now with KerbTown and a good set of assets (like KerbinSide and/or Lack's KSC++). That's good for personal use but individual assets being placed all over Kerbin with KerbTown, even well optimised ones, will eventually drag down the krakensbane. Part of optimisation in order to allow a growing number of additional bases, is the merging of assets in Unity. And that means having access to the model 'source', something I'm somewhat wary of. For now. I'm happy to showcase a limited number of KerbTown constructed bases through Kerbin-Side but they'll have to be pulled in the future if they start impacting the krakensbane, in preference to Unity merged bases. I've set up a Contributions Corner in the development forum for those who want to contribute at the modelling/Unity level. Eskandare, package up the KerbTown cfgs for that heli-base for me and I'll merge them into the next release. PM me a link to a zip with the cfgs in. Thanks chap.
  3. No, not really. I started on it then got fed up converting co-ordinates from KerbTown to RT2. Plus RT2's config is generated by the mod and I'm not sure whether to go with an MM config or just over-write it. Perhaps someone over at RT2 would be willing to do it?
  4. KerbTown hasn't had a new version in a while, so it doesn't matter if you overwrite it or not. KerbTown is going to get replaced for KerbinSide with a new mod my wife is working on at some point in the future, dedicated to the loading of statics without any unnescessary editing stuff players don't need. More on that when she's got something to show.
  5. SUBMISSION GUIDELINES OPTIMISATION Try to have no more than 8 materials in a model. All meshes that share a material should be one mesh as much as is sensible. There's lots of ways to make this happen, including scripts you can attach and run in Unity. I paid $5 for one. Optimising a model in your modelling package before-hand is still advised. And even with scripts it still takes a lot of time to properly optimise a complex model. Be careful of over-optimisation - you may b0rk your meshes and colliders. Back-up before any optimisation. "Measure twice, cut once." Check the integrity of your model. Roll back if you b0rk it. MERGING MODELS IN A UNITY SCENE This is fiddly because of the lack of flat terrain on Kerbin but it is a really good way of creating a 'base' with more than one model. It will also make optimising even more effective. Try as much as possible to merge models into a single Unity scene. Flick back and forth between using KerbTown in KSP and Unity. Create some single material low-poly 'foundations' to mount your models on to help with merging into terrain. TEXTURING Unlike with part models, you don't need to use UV maps for 'statics'. You can if you want to. You can use texture atlases if you want to. The more materials you have the more likely you'll want to use a UV map or atlas. You can, however, use a single texture per material. You do, however, want to try and re-use the textures I've already used in Kerbin-Side. I'll happy accept up to three new textures with each submission. There's no limit on how many UV maps and atlases I'll accept, as long as there's an actual benefit to them over individual material textures used in Kerbin-Side. If you use texture atlases, try sharing them over all your models as much as possible. UV maps and texture atlases can be up to 1024x1024. Individual material textures shouldn't really be more than 128x128 unless they have a lot of important detail on them. Then 256x256 is fine. Just don't have too many of these. One 512x512 texture per model is a good limit. I am currently switching over a lot of the textures used in Kerbin-Side to more 'Squad/Stock' -alike looking textures. Like what you see at KSC. http://www.kashcorp.co.uk/KSCTextures.zip They're 'screenshot rips' so you can improve on them if you wish. Just share if you do COLLIDERS AND TESTING Get your models to a stage where you can actually place them in your game with KerbTown and test them. Make sure there are no graphical issues, that your geometry is sound and stable and very importantly, your colliders ALL WORK. Long edges will result in holes in the colliders. Cut the model up more. Open geometry colliders (flat ones with only two dimensions) will rarely work correctly. Close your geometry. That usually means nearly 4x more polys in your model where your faces have to be given a 'depth' but that's not such an issue with performance as you'd think. SUBMISSION FORMAT Include the following in a zip in a folder structure mirroring that of your development environment: Unity Scene. Materials. Textures. Yes, even if they're already in KerbinSide (which most of them should be). The model, preferably in FBX format. KerbTown set-up. So 'deliver' your work as an mu, with textures and a KerbTown cfg with a SINGLE instance of where you'd like your model to be on Kerbin. No off-planet stuff thanks. This is Kerbin-Side. Anything else I forgot in this list that you know I need. Zips please. None of this fangled 7zzzzz or RAR! stuff, thanks. Host somewhere private, PM me a link and say something nice about me. Okay, that second part's optional. And virus scan it your end before you upload it. I'll do the same my end.
  6. Since I forgot to reserve the second post in the KerbinSide thread, I'm creating this thread to post submission guidelines to link to and to allow discussion of contributions to KerbinSide without cluttering up the release thread.
  7. Go ahead and make one chap. Saves me a job and gives me more time for other stuff. OP has been updated with individual releases for Arakebo Station and Coastal Extras, for those of you who are picky about what bits of KerbinSide you want. If you want the Golden Pyramid, part of Ancient Places, that's currently exclusive to the all in 1 pack on Kerbal Stuff.
  8. Here's a first shot at submission guidelines: OPTIMISATION Try to have no more than 8 materials in a model. All meshes that share a material should be one mesh as much as is sensible. There's lots of ways to make this happen, including scripts you can attach and run in Unity. I paid $5 for one. Optimising a model in your modelling package before-hand is still advised. And even with scripts it still takes a lot of time to properly optimise a complex model. Be careful of over-optimisation - you may b0rk your meshes and colliders. Back-up before any optimisation. "Measure twice, cut once." Check the integrity of your model. Roll back if you b0rk it. MERGING MODELS IN A UNITY SCENE This is fiddly because of the lack of flat terrain on Kerbin but it is a really good way of creating a 'base' with more than one model. It will also make optimising even more effective. Try as much as possible to merge models into a single Unity scene. Flick back and forth between using KerbTown in KSP and Unity. Create some single material low-poly 'foundations' to mount your models on to help with merging into terrain. TEXTURING Unlike with part models, you don't need to use UV maps for 'statics'. You can if you want to. You can use texture atlases if you want to. The more materials you have the more likely you'll want to use a UV map or atlas. You can, however, use a single texture per material. You do, however, want to try and re-use the textures I've already used in Kerbin-Side. I'll happy accept up to three new textures with each submission. There's no limit on how many UV maps and atlases I'll accept, as long as there's an actual benefit to them over individual material textures used in Kerbin-Side. If you use texture atlases, try sharing them over all your models as much as possible. UV maps and texture atlases can be up to 1024x1024. Individual material textures shouldn't really be more than 128x128 unless they have a lot of important detail on them. Then 256x256 is fine. Just don't have too many of these. One 512x512 texture per model is a good limit. I am currently switching over a lot of the textures used in Kerbin-Side to more 'Squad/Stock' -alike looking textures. Like what you see at KSC. http://www.kashcorp.co.uk/KSCTextures.zip They're 'screenshot rips' so you can improve on them if you wish. Just share if you do COLLIDERS AND TESTING Get your models to a stage where you can actually place them in your game with KerbTown and test them. Make sure there are no graphical issues, that your geometry is sound and stable and very importantly, your colliders ALL WORK. Long edges will result in holes in the colliders. Cut the model up more. Open geometry colliders (flat ones with only two dimensions) will rarely work correctly. Close your geometry. That usually means nearly 4x more polys in your model where your faces have to be given a 'depth' but that's not such an issue with performance as you'd think. SUBMISSION FORMAT Include the following in a zip in a folder structure mirroring that of your development environment: - Unity Scene. - Materials. - Textures. Yes, even if they're already in KerbinSide (which most of them should be). - The model, preferably in FBX format. - KerbTown set-up. So 'deliver' your work as an mu, with textures and a KerbTown cfg with a SINGLE instance of where you'd like your model to be on Kerbin. No off-planet stuff thanks. This is Kerbin-Side. - Anything else I forgot in this list that you know I need. Zips please. None of this fangled 7zzzzz or RAR! stuff, thanks. Host somewhere private, PM me a link and say something nice about me. Okay, that second part's optional. And virus scan it your end before you upload it. I'll do the same my end.
  9. EDIT _ See next post. Sorry moderators for power posting again. Bad habit.
  10. All of it in 1 update to v0.33, on Kerbal Stuff. Individual components will be updated in the OP later today, for those of you who don't want all of it. Why not? It's now krakensbane friendly I tell ya!
  11. Always interested in contributions chap. I'll happily showcase contributions through Kerbin-Side (assuming they pass my 'quality assurance' standards - I feel entitled to do that at least). Credit and ownership of work is not a concern. You'd be a co-author with all the credit and responsibility that entails. I won't work a mod team as anything other than a co-operative. Less politics, less bull****, less arguments, less failure.
  12. Thank you for that link chap. I have a new 'bible'.
  13. Been busy all night optimising the heck out of KerbinSide. Mesh counts and draw-calls on everything have been reduced by approximately 90%. No sign of warp or map lag at all now, with all of KerbinSide installed. I'll be rolling out the update later today.
  14. A quick visual cue as the mouse runs over the image is enough. Anyone on the internet who doesn't think to move their mouse over an image is not likely to be experienced enough with the internet to be downloading mods. And if that's not idiot-proof enough then a single prompt at the top that says 'hover over image and click' or similar would suffice.
  15. I've been cutting up Krystal City to build more physics lag friendly dioramas. Krystal City as it was probably won't return as even with the optimising I can do now, I suspect it may still be too many meshes to not have an impact on the krakensbane. And to optimise it, even with the new tools I have, would be very time-consuming. I may review the fate of Krystal City again in the future.
  16. I've got some residential areas in development, to help add some detail to some of the locations. Screenies when I have more to show.
  17. Got my hands on a few tools to help with optimising mesh numbers and draw-calls. Arakebo's impact on 'physics lag' is pretty much gone. I'll be running over the rest of Kerbin-Side these next couple of weeks to do the same to all other assets.
  18. As suggested, Arakebo Station got a proper home. Still some work to do on platform access and the platforms themselves and maybe some merging of the cliffsides into the terrain, and she's ready to... fly in and out of like a loon. Danger: wires.
  19. I should have thought of that. I'll try it there. Good call. RE: Ocean Odyssey. HoneyFox gave the all clear for me to include it a while back but I ultimately chose not to because the texturing seemed a little unfinished. Dunno whether you might want to get the 'source' for the model to finish the texturing. Shoot HoneyFox a PM if you think it's worth a shot.
  20. Congratulations sir. You have won this only slightly used.... internet!
  21. Blatant pimpage bump. Can you guess what I decided to make for Kerbin?
  22. I like the idea. I'm not sure there's any issue here regarding modder's supervision of voluntary support. I've had situations where a 'fan' has provided support for one of my mods in a thread both 'accurately' and 'incorrectly'. I thanked the former chap and I thanked and corrected the latter. Wasn't time-consuming or difficult.
  23. Ola Eskandare. Always interested in contributions so see what you can put together and I'll happily take a look if I can put it out through Kerbin-Side. Credit will be given and you'll effectively be a co-author. Look forward to seeing da stuffs.
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