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Everything posted by CobaltWolf
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I create my specular and bump/normal maps by just duplicating layers from my diffuse texture onto a new document. I then just go through and do adjustment layers one by one to get the desired effect. Takes 20-30 minutes tops to create specular and normal maps for a texture sheet, and mine are pretty complex. The boost to the quality is well worth the time invested IMO.
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Very cool! Any idea what the final station design will look like? Or will we have to wait?
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[1.2.2] Historical Progression Tech Tree v2.0 - Updated 02-22-2017
CobaltWolf replied to pap1723's topic in KSP1 Mod Releases
@pap1723 hasn't logged in since mid-November. We'll have to see. -
What is the meaning of the list at the top of your signature? Specifically Harris?
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Is that polygons or tris (triangles)? Tris are the actual number you want since the mesh will get converted to tris in Unity anyways. Those is fairly high - most KSP engines, being (on average) some of the most detailed parts, aim for somewhere between 3000 and 5000 tris. NOW, with that said, there is certainly nothing stopping you from having that many; it's definitely not wrong. Part of the reason for sticking to that range of polygons is (in my opinion) to keep the style relatively simple/cartoony, which isn't what you're going for - at least, not to the same extreme as the stock game. It's a bit late to be changing those things now, but if its something you want to worry about in the future, some things to watch out for would be stuff like how many sides are on your cylinders and pipes. The difference between a pipe with 6 or 8 sides, and one with 24 or 12, is barely noticeable - but the number of tris is exponentially less. tl;dr: Yes, that's high, but if it's not something you're worried about (ie you want these to be high quality, detailed engines) then don't worry. Definitely something to keep in mind though. @Alcentar quick follow up. I've noticed you've modeled in a lot of details that could be done way more efficiently with normal mapping. That's another thing to keep in mind. I know that they won't look QUITE as good, but the other thing to keep in mind is that most of the time the engine will be very small in the player's window, and the difference won't be visible. I've circled the details that could be replaced with normal mapping in red. Also, how are you creating those pipes? (I've circled some in green) If they are being created using curves, playing with the values for the geometry can save some polygons. Play with it until you find the balance between quality and polycount, and then you can go in and hand merge some extra vertices in select spots. Apologies if this is unhelpful/unwanted.
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What is the reasoning behind working at double resolution? And do they have to be 1024x768? EDIT: Just to throw in the tag, @DoctorDavinci
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Proud to offer our services! Trying to get back into the swing of working on KSP stuff. Going to try and stream tonight, get some work done on trying to clean stuff up for the release. Starting some time between 6 and 7 Eastern time, over on Twitch. Gonna fiddle around with an idea I had, and try to get the Blok V Apollo parts in game.
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
CobaltWolf replied to NecroBones's topic in KSP1 Mod Releases
You installed the stock scale MM patches (to make the parts, well, stock scaled instead of real scale) but are trying to use the real scale craft files.- 966 replies
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@Nhawks17 we had a question over at BDB. Is it possible to use have the plume change based on the part upgrade system added in 1.2? Size/shape/etc, but also one of the proposed upgrades converts the Redstone from LOX/Ethanol to LOX/Hydyne (aka Bagels and LOX), which is a storable propellant. If that is possibly it would be very cool.
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
CobaltWolf replied to Beale's topic in KSP1 Mod Releases
Uhm, is it ready to be released? That's the question I think. I don't remember where I left off. -
As Foxx said, none of the full time devs for BDB work on IVAs. The return on time investment is almost non existent. There are volunteers working on IVAs but I'd rather not call them out; they're not under any obligation (at least, not the same way I sort of am) to finish whatever they start working on. @StarStreak2109 looks awesome!
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
CobaltWolf replied to icedown's topic in KSP1 Mod Development
Just turn down the science return % when you start a new career. -
[1.2] Shuttle Payload Technologies v0.2 - Spacelab Released!
CobaltWolf replied to MrMeeb's topic in KSP1 Mod Development
ded mod pls update after you finish your project for me- 282 replies
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[WIP] Half-Large Industries - v0.1.0
CobaltWolf replied to mbartelsm's topic in KSP1 Mod Development
IVAs aren't worth the time investment typically. Most players don't use them or only use them once or twice. I'm still surprised - for how vocal of a minority IVA players are, there seem to be almost none willing to step up and make them. @AndyMt you're one of the good ones. -
[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
CobaltWolf replied to Beale's topic in KSP1 Mod Releases
I, uh, never got around to packaging up a release. You can download the master from Github however.