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KSP2 Release Notes
Everything posted by CobaltWolf
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This thread makes me moist.
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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.
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is that 4 convex collider segments that combine to create a cube shaped gap in the middle?
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Beginners Part Modding Tutorial
CobaltWolf replied to Beale's topic in KSP1 Modelling and Texturing Discussion
2.5m in diameter. -
What do your colliders look like in Unity?
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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.
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@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