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CobaltWolf

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Everything posted by CobaltWolf

  1. I've been trying to get him to change the whole mod so it fits with other stuff better. Right now it is very clean + low contrast.
  2. You need to split the collider into segments - how can you use the interior if the physics see it at one convex mesh! The colliders need to, roughly, actually reflect the shape you're trying to achieve. See this screenshot - a roughly trapezoid shape collider that I then duplicate around. I then made different ones for each side of the 'wedge' cutout, and a squat cylindrical one to fill out the bottom of the part.
  3. is that 4 convex collider segments that combine to create a cube shaped gap in the middle?
  4. If you're in sandbox what does it matter? Just use the best versions of the parts? We have the J-2S and F-1A split up still because we had to do a lot of balance testing with them when Saturn was still in development.
  5. Personally, I like just texturing the normal details rather than having to do a bunch more modeling. But I'm really comfortable with thinking in terms of (black<>white) = height.
  6. No. But I can force @Jso to add partUpgrades to the H-1D and H-1C that reflect the improved performance of the RS-27 and RS-27A.
  7. What do your colliders look like in Unity?
  8. Some people have asked me what my plans are for BDB. Right now, they are roughly as follows: This update: Finish polishing Agena, Apollo, Titan, Mercury, Gemini, Skylab. Full release of Skylab and a number of revamped parts, with a couple new ones. Next update: LDC Titan, Atlas revamp, Centaur revamp, Vega touchups, MOL revamp, Big G, Gemini Lander Of course, these are all subject to change.
  9. Uhhh... having trouble embedding tonight... but cool stuff happened today! http://imgur.com/uOhIe
  10. Awesome! Just wanted to make sure you knew. Best of luck with the rest of the project then.
  11. Just a heads up, you can't use solidworks parametric meshes in Unity. You need to model it faceted and then export for cleanup and UV unwrapping through Blender.
  12. @ZuluDoggy Unity Convert-From-Grayscale is fine as a preview, but produces issues in game. use a 3rd party program like xNormal to convert your grayscale bump maps to height maps before exporting to the game. Compare the base texture and the NRM texture in this dropbox link, that's what you're looking for to start with. I just use modified layers from my diffuse to create the bump map effects. https://www.dropbox.com/sh/agf0oo98yo8g121/AADhZuxNXBu1JKhQt0lEoDo4a?dl=0
  13. Holy smokes @NESD that looks great! I love the edge wear on that orange bit in the All-In-One!
  14. Thanks for posting that! If it is fixed by visiting the space center, that means we do have to write it off as a stock issue. Afraid we can't do more.
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