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Everything posted by nli2work
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Emissive tutorial
nli2work replied to CardBoardBoxProcessor's topic in KSP1 Modelling and Texturing Discussion
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[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
Firing test of future Ka fueled atmospheric engine. turn up your volume. -
Stock blender meshes
nli2work replied to Kamik423's topic in KSP1 Modelling and Texturing Discussion
there are no stock meshes available for download due to copyrights. there is a mu importer for blender that allows you to pull things out for personal reference. you can also create empty Internal.cfg file for a particular part and spawn it in Unity via Part Tools -
[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
The coils are cool looking, just make sure you apply a texture that looks like coil instead of the wood floor tile texture that's on there now. CGtextures.com is my goto source for texture and reference material; high res photos and royalty free. For scale, make sure you are modeling to actual size, 1.25m; 2.5m; 3.75m; in your 3d app, and the rest can be taken care of in the part's config file. -
Help with particle effects
nli2work replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Looks cool! You should switch the thin glowing lines to thin mesh instead of particle emitters for the sake of performance. You can animate the line's length to show activation and deactivation, emissive values tied to Heat or Throttle. If you are using KSP particles following HotrocketFX tutorial make sure you are using ModuleEngineFX, not ModuleEngines. Check your emitter curve settings in the FX definition make sure the emission rate matches throttle value. 1st number is throttle: 0 = throttle; 1 = full throttle. 2nd number is the particle's emission rate. emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 I made some engines in 23.5 following the same methods. They worked fine in .24.2. If you still have trouble, might be better if you post the config files -
[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
Good start! here're couple of things that will help you to make it more "Karbonite", Nertea provided these a while back. Color palette, stick to these colors will keep parts looking more Karbonite. just load it into your image editor and use eye dropper to sample the color blocks while you are make your textures. stock alike attachment plates. add these to ends of parts that are meant for Stack attachment and it will help integrate the Karbonite part's looks with Stock parts Text on machinery and the like are generally san-serif; easier to read at a distance. Helvetica is overly popular, but works well. Arial is good option. I use Tahoma a bit. Arial and Tahoma are both standard on Windows. I think Helvetica is standard on OSX. -
Skinned Mesh Error
nli2work replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
check my last edits. you only need a bone to help Unity root the animation. the bone doesn't have to animate. the rest can be blend shapes all you like. You may even be able to assign a root bone in the skinned mesh component and have it all work. In your inspector panel where it says "Root Bone", put a new transform there and see what happens in KSP. If it doesn't, then you probably just need to skin a bone to the mesh and export it to Unity again. -
Skinned Mesh Error
nli2work replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
Looks like Unity can do blend shapes since 4. You have to rig it to a skeleton and it should work in KSP. Haven't tried it myself yet, but the Kerbals are skinned mesh for sure; their expressions are almost certainly done with blend shapes; and I've seen skinned mesh in a couple mods as well. Edit: this may help?In your case a single bone for the skinned mesh root, no animation on the bone. and you should be able to do the blendshapes. -
hotlink is when you link directly to a file without going to the host's download page/site. Makes it appear as if your website is hosting the content when it isn't. It's bandwidth stealing. Google drive; Mediafire; Curse; all prevent that by providing an URL that redirects downloader to their site first, after that download may automatically begin or not.
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
@jamesjoseph, IVA is the only way to get the small portrait in the lower left. The portrait camera is embedded in the Kerbal believe it or not. There's the option of preventing IVA, but it would be vessel wide so not a great solution. Even so, the Kerbal in IVA would be animated and there's no way I know of to make them look as if sleeping. @ultrasquid, thanks! I like to cover all my bases. Once I get it updated to newest versions, RPM will be required. and you'll never have to look at the lumpy opaque cool mint flavored pod windows ever again. The dual stack nodes can be problematic. making the node smaller in Editor reduces the joint strength. Making it larger will just aggravate the problem. I'll adjust the collision mesh on the large adaptors, that should at least alleviate the problem, if not solving it completely. @Minor Mayhem, I don't know .haven't had the chance to test myself yet. Wouldn't be surprised if it didn't. x64 player is buggy to begin with, couple that with a highly experimental part of a large complex plugin is asking for trouble. -
Hotlinking is generally frowned up on.
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google drive; mediafire; curseforge; kerbalstuff
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RLA Stock-alike has few 0.625m SAS wheels as well
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[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
Looks good! I like it! I got some new eyecandy too. -
glad to hear you got it working. exporting bits separately is no problem for unity, everything is a GameObject, just with different functions tacked on. You can even combine different meshes for new parts without any modeling at all. Visibility settings in 3D apps don't apply in Unity, if you turn something invisible and use "Export Selected" option instead of "Export", there's a chance it doesn't get exported at all because you can't select invisible objects in the viewport.
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project Majir = Kerbal Stuff. I like Github for plugin stuff. I don't write code myself, but it's good to see the source code as it can help me figure out how to properly use a plugin. not everyone documents their code like Mihara and snjo. parts I finish goes on mediafire and kerbalstuff.
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[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
split the buttom faces to a separate smoothing group so you don't get that darkening effect toward the lower right corner. -
did you export normals in the OBJ? make sure "Write Normals" box is checked, it's off by default. Uncheck "Write Materials", should stop exporting the .mtl. OBJ was originally a Lightwave format, and mtl is Lightwave's native material. it's good practice to collapse your modifier stack, reset transform/pivot and reset scale before exporting. I do it everytime. Unity assigns default shader to everything if you uncheck "Import Materials" in import settings. it's a simple white diffuse shader and can't be edited. You have to assign a new shader you created before you can make any edits to the shader settings. If your collision mesh is visible in game, it's because you didn't remove the "Mesh Filter" and "Mesh Renderer" component from the collision object in Unity.
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Normal map / Lighting direction problems
nli2work replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
It's probably mirroring. I get similar issues in Max if I mirror, forget to reset the object's scale. It will export into Unity with the normals flipped, and the mesh looks inside out. I do the attach/detach thing often, generally I just make a primitive, align it to the original object's pivot. Attach the original object to the primitive, then delete the primitive sub-object. Fixes issues without having to deal with shifted pivots. -
you don't need the .mtl file in Unity. once you import the OBJ, texture and texture_NRM, assign a KSP/Diffuse+Bump shader to your mesh, then assign the textures to the respective slots in the shader. apply Mesh collider to the collision mesh, check "Convex"; then remove the Mesh Filter and Mesh Renderer Components. you should see a green outline of your collision mesh around your textured mesh at this point. export and follow the rest of your steps to load the part in Editor.
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[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
those are pretty outdated. try this video -
Normal map / Lighting direction problems
nli2work replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
hard to say without knowing how you got to this step. haven't ran into this issue for a while now. and last I encountered it, it was Max not displaying mirrored normals correctly. is there a backface cull display so you can see if all the faces are really facing outward? is the shader set to tangent space? is there some operation in blender to unify or reset the normals for the entire model? you could try flipping the UV patch but that probably won't fix it. Don't see any tools that might help in the Blender manual. :/ -
Normal map / Lighting direction problems
nli2work replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
flipping the mesh normal will cause them to turn inside-out in Unity. How does it look in Unity? it may simply be a display thing in Blender. Some 3d apps doesn't display mirrored Normal maps, requiring you to give unique UV coordinate to entire mesh. But Unity doesn't mind flipped normals and overlapping UVs. I wouldn't worry about it as long as the model looks fine in Unity.