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KSP2 Release Notes
Everything posted by CobaltWolf
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Help with texturing
CobaltWolf replied to CodeFantastic's topic in KSP1 Modelling and Texturing Discussion
What do you mean 'align with the background grid'? I'd check your UV export options and make sure there's nothing weird (exporting at a non-square resolution for example, maybe). I don't use either of those programs but I'll see what I can do. Can I see what your model looks like right now? -
The longer ones that a fan made and gave me are getting redone, what's wrong with the others? EDIT: Just kind of a general note, but these parts are still *far* from being done. There are a lot of touchups that need to be done to what you can see (I'd like the raceway at the top of the first stage to be blended back into the tank shape, like the real one, for example) and the parts that you can't see in the stack - the tank endcaps, for example - haven't been started yet at all.
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Worth remembering that in this day and age, it's usually easier to get details such as bolt heads in the normal map, as opposed to modeling them in.
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Help with texturing
CobaltWolf replied to CodeFantastic's topic in KSP1 Modelling and Texturing Discussion
Neat image! Here's advice from the man himself (KSP's former head artist who pretty much codified what consistency there is to the game's style) As for the foam insulation, basically you just need some subtle noise in your normal map - hopefully that gives you some keywords to follow up on EDIT: Some more thoughts... learn how to bake AO (Ambient Occlusion) to give your parts a less 'flat' look, and definitely download open up the textures on some of the stock parts. I wouldn't base my UV unwrapping techniques off them, but the more detailed parts like the Mk3/Mk2 spaceplane parts are good for reference on style. -
[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
CobaltWolf replied to CobaltWolf's topic in KSP1 Mod Development
Well if you can build 3 you can build 4 Since 4 is just the 3 but with Blue Streak boosters... anyways, yes I'd absolutely love to make the Europa 3/4 core some day since then you could orbit manned payloads on these bois, not just satellites. -
[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
CobaltWolf replied to CobaltWolf's topic in KSP1 Mod Development
That would be my responsibility - we started looking into it but didn't get far. Fortunately I have a lot of visual reference on the real one... -
Hasn't every iteration of Vostok had similar issues?
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My Adderall wearing off about the time I get home doesn't help Yes, the interstage at the top-of-the-lower-tank-part has them embedded like the real thing - they were too small to make into separate parts, I felt Actually, since I am splitting up the tank... might be a good idea to make a smaller tank or two in the size class, I think I have room left on the texture sheet....
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Still very slow WIP for the Atlas V... Apologies for the speed, but I've been pretty tired lately and have been struggling to get modding stuff done after I get home from work on weeknights. Still chugging ahead. First preview of the Centaur V tank - how are people feeling about the overall design? Interesting enough? Or not enough going on? From a development point of view... I'm thinking the Atlas V will be the last new thing for this update, which is already pretty behind schedule. After I finish it I'll clean up the other stuff I've put up on the Git recently (Delta II for instance) and get a release pushed out, saving things like Big G and LDC Titan (which both have a long way to go) for the next release. Ok with everyone?
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For a cylindrical part that is attaching to the stack node of another part (ie, putting a size one fuel tank on top of another, for example) you want them to have the same number of sides, otherwise it will create a noticeable pattern of bumps and ridges (easy enough to test in modeling software). All the vanilla KSP parts (tanks, etc) are modeled at 24 sides, therefore that is what we use.
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We are still working on making our textures converge I believe at this point, moving forward Beale's style will be the default for Commonwealth Rockets. The goal would be for all stockalike mods to be interchangeable, but of course we know that is not the case.
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Rack Mount Spcecraft Parts [Dev thread]
CobaltWolf replied to cineboxandrew's topic in KSP1 Mod Development
Yeah, to be clear on how significant the scale issue is, I'm pretty sure the cable that forms between SEP plugs is wider than those plugs -
Rack Mount Spcecraft Parts [Dev thread]
CobaltWolf replied to cineboxandrew's topic in KSP1 Mod Development
SEP plugs are several times bigger -
So, inside your GameData there is now another GameData folder? Move the Tantares folder to the 'real' one and it should work. The directory structure should look like <KSP Install location - the folder that has the game app>/Gamedata/Tantares.
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
CobaltWolf replied to DasPenguin85's topic in KSP1 Mod Releases
If this mod is unable to be continued, there is a similar mod being worked on by @cineboxandrew