-
Posts
2,836 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by nli2work
-
Normal maps vs. Bump maps for KSP
nli2work replied to Layer23's topic in KSP1 Modelling and Texturing Discussion
you can import tangent space normal maps from any source. not sure about the other type World space, never tried those. Stick to the blue kind you should be good. Unity requires normal maps to be marked as such, otherwise they'll be treated as diffuse texture. Doesn't have to be exact. You can use a primitive collider on anything. spaces between collider and model only becomes apparent if you attach parts to the surface since KSP uses collider to determine the "surface". Concave objects will need multiple colliders to approximate the shape. intersecting colliders isn't an issue from what I've seen. Open geometry mesh colliders can be problematic, best to avoid those. You can also use primitive colliders included in Unity. Sphere; Capsule; and Box/Cube. non-convex mesh colliders won't collide with other non-convex mesh colliders in Unity, any other mix of colliders should work fine. Primitive + Convex = ok Primitive + Primitive = ok Convex + Convex = ok Non-Convex + Convex = ok Non-Convex + Primitive = ok Non-Convex + Non-Convex = no collision -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
1. Handrails, same function as Pegasus Mobility Enhancer, different look. Two convenient sizes 2. Koffin, cozy box to send your Kerbal on. Max temperature of ~1200 degrees so if you have DRE, they burn up real nice on reentry. Future update will add option for Epic Viking send off. 3. Radial separators. been made by others before, same function, same limitations. Surface attachable, you get a stack node on top. Fuel flow enabled so you can mount engines on it. 0.625m, 1.25, and 2.5m sizes download links in release thread -
Radial seperators!
nli2work replied to DerpenWolf's topic in KSP1 Suggestions & Development Discussion
I made one myself, same draw back as that one. no symmetrical separation. have to do them one at a time since it's treated as stack separator by code. By the looks of it in 23.5 radial decouplers disappear after decoupling, no left over anchor part on main vessel after reloading it. -
been trying to figure out some FX stuff myself. I think the emitter has to be in a separate mu file, with no visible mesh. when you switch the sword on, the game spawns the FX mu file at a transform you place in the sword mu file. I'm pretty sure that's how engine particles work. Hot Rocket FX mod thread has a tutorial that might help.
-
Normal maps vs. Bump maps for KSP
nli2work replied to Layer23's topic in KSP1 Modelling and Texturing Discussion
KSP does have shaders that can use Normal maps; Unity has option that converts gray-scale bump map to a normal map. you can rely on Unity to create your normal maps; or bake your own. All in the collision mesh. without a collision mesh you won't be able to pick up a part in VAB/SPH with your mouse, much less attach it to anything. -
Easter Egg Discovery
nli2work replied to Liudeius's topic in KSP1 Suggestions & Development Discussion
if exploration is your thing, SCANSat is your friend. Bumbling around blindly hoping to run into something isn't exactly exploration. my Kerdoz command pod is an easter egg with easter eggs inside! -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
nli2work replied to RoverDude's topic in KSP1 Mod Releases
Very cool! is this using the new animator component from unity? or the older animation component? -
Ah... makes sense. Thanks!
-
save a texture either as 32bit TGA or PNG. in Unity, select one fo the KSP/Alpha type shaders. Cutoff types only allows 2bit Alpha; Translucent is 8bit, allows you to get semi-transparent areas. Unlit is self-illuminated and not affected by lighting in the game, you adjust the color to set the brightness. In the texture setting, check Alpha is Transparency box. Not necessary, but a redundancy measure. If things look inverted, make sure you assigned the correct texture to the shader. If the shader is expecting alpha channel and doesn't find one, things can look odd.
-
I'm asking because parts I make sometimes are allowed to 1st part, sometimes not, even if they are command pods.
-
What exactly determines a part can or cannot be 1st part of a vessel? Can't seem to find a pattern here.
-
is there a place where I can see list of ParModules, things like ModuleAnimateGeneric, ModuleEngine, etc... that are in the newer versions of KSP? so far the ones I can find on the Wiki and Antid's XML list are much older, from 0.15 or so... referencing KSP's Assembly-C# and UnityEngine dlls don't seem to show me anything I can recognize as modules either.
-
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
Well.. I can get flames going, but can't find any code examples on KSPEvent usage... I think that's the bit I need to make it a button in the part's right-click menu no? Once activated I can just add heat to the part and tie the particles to the heat level.. the explosion should take care of itself after that I think? plugin developing is still a bit out of my reach at the moment. for now it'll just have to be tiny bit of RCS or Solid fuel to deorbit it. or leave it in orbit... or just have a constantly flaming coffin attached to your vessel. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
Another way to commemorate the Kerbals that perished on the road to Space. inspired by that drawing of kerbal in a coffin heading into the sun I saw on the forums recently... can't find the post now. if you remember it let me know! -
Radial seperators!
nli2work replied to DerpenWolf's topic in KSP1 Suggestions & Development Discussion
right there's stack decoupler, which drops away with the discarded piece; stack separator, splits rocket and becomes a debris; and radial decoupler, I believe half of it gets hidden while it remains with the main vessel. the strutural pylon still has the separator code in the config file. comment the two lines out and it should do the job actually. don't know why it was disabled. //ejectionForce = 5 //icon = DECOUPLER_HOR I'll probably still make the alternate parts since I already got the mesh and textures done. -
Radial seperators!
nli2work replied to DerpenWolf's topic in KSP1 Suggestions & Development Discussion
A surface attachable stack separator is probably the best option. I'm planning to do something like it this weekend. we'll see how it works out. -
Sorry for pushing this off topic. here's a good video tutorial by nifty255 on making a part for OP
-
Some definitive answers. If you can.
nli2work replied to AlphaAsh's topic in KSP1 Modelling and Texturing Discussion
good to hear things are working smooth! DAE exports will probably work fine, I'm pretty sure it's the Two-Sided Faces and Edge exports is the root of the problem, so just make sure those are not exported. -
"The problem lies in the fact that SketchUp is just so well designed and so easy to start with that lots of users jump into modeling straight away, prior to learning about any optimization techniques, general modeling rules, and so on (which is generally not a bad thing unless it involves someone else trying to use the resulting models)." That's one way to look at it. I claim SketchUp is specifically designed so users can avoid learning optimization techniques, general modeling rules, and so on... It's not impossible if you want to use Sketchup, but you can avoid some headaches if you learn "optimization techniques, general modeling rules, and so on.", in something like max, maya, modo, blender. I used to be big user of Wings3D because it was so stream lined and quick to learn; but in the end it was lacking in the tools necessary for real-time 3d assets and I had to give it up and use 3dsMax. I believe SketchUp is the same. At the end of the day, if your assets works in game, and is easily passable to a different artist, that what matters. Let me rephrase: I strongly recommend against learning real-time asset creation with SketchUp.
-
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
nli2work replied to Nereid's topic in KSP1 Mod Releases
Hey, Nereid, really cool mod. Is it possible to add a module part makers can put on a crewed part to show the ribbons of the crew inside? working the same way as the flagTransform that was added in 23.5. The mesh would have few extra quads for the # of crew that can be in the part, the part cfg would include a module for displaying the ribbons if the user has your mod installed. Maybe displaying all the ribbons of an individual kerbal might be too much, it could just a single rank ribbon. -
Kerbal Stuff, an open-source Space Port replacement
nli2work replied to SirCmpwn's topic in KSP1 Mods Discussions
nice! just set myself up. Thanks! http://beta.kerbalstuff.com/mod/16/Kerdoz_the_Great -
don't use sketchup. don't use sketchup. don't use sketchup. one more time. don't use sketchup.
-
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
few things in the cooker... 2.5m command pod, should give great views in IVA