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BlackFang

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    Bottle Rocketeer
  1. New version is up on curse. Textures are updated, animation is added, collision is optimized, and some tweaks were made to the .cfg. Texture animation isn't integrated yet due to it not working with emissive at this time. I tried to make the glowy bits look more like liquid metal than lava this time. Do you think it would be worth it to add actual lights to the glowy part?
  2. I thought the idea was that it used air to catalyse a reaction with the LF and Oxidizer, making it efficient while in atmosphere, but nearly useless in space?
  3. This moves my diffuse texture and normal texture around, but not my emissive. Any ideas why? I figured it just shifted the UV coordinates of the mesh.
  4. I updowngraded Unity to 4.2 instead of the 4.3 I had and now I can make the emissive part pulse. I haven't gotten the texture animation plugin to work though. I'm still quite new to Unity and coming from Unreal Engine 4 to this is... Well, It makes me glad I don't have to use Unity as anything besides a file converter to get my models in KSP.
  5. Can you explain how my object hierarchy should look in unity to use the plugin? I think I specify the gameobject I want this applied to in the .cfg which means I need to split it into completely separate game objects?
  6. I actually don't have Kethane installed either, so that might be it.
  7. That was from my earlier attempts at animating the glowy bits. I think the bug has to do with my using of rescale factor instead of scaling the values all separately. Actually, my icons have disappeared since I enabled the idle animation, so I will have to fix that before I fix the growing icon bug. ThermalAnim doesn't seem to work on parts that aren't engines, at least not that I can tell. Hmm... Thanks for the compliment on the look.
  8. Thanks, that looks like a good plugin. I'm guessing I'll have to separate the bits I want animated onto a separate game object. That shouldn't be too difficult. I added the Icons, and animation. I also reduced the collision mesh to 12 sides with faces aligned to the axis as opposed to edges. Working on sprucing up that lava texture.
  9. So the molten metal can see out while its being smelted. I figured if I closed it up completely there wouldn't be anything to visually indicate it as a smelter. Definitely not realistic by any means, but that wasn't my goal. I just wanted to learn the basics of part modding and have a smelter that blended in better with stock parts.
  10. I love these parts, especially that drop bay, it can have uses quite different from a standard cargo bay. Turned out my SSTO was so heavy I had to download KAX for the larger landing gear though. Stock gear snapped like twigs. Would it be possible for you to upload the model of one of your J sized parts, or just the end plate of one? I just started making models for KSP and I really want to make some parts to fit to these. If you aren't comfortable with that I understand though.
  11. Planned features: Adding a pulsing effect to the glowy bits if Unity will cooperate. Tweaking the colors to better match stock. Fixing bug where hovering over the 2 smaller sizes makes the icon grow... and grow.... Use a simpler collision model for the smaller sizes. Add Scrap Metal and Ore icons to the two upper compartments, and a Metal icon to the bottom one.
  12. I think the EPL smelters are ugly so I made these. http://www.curse.com/ksp-mods/kerbal/225557-extraplanetary-launchpads-smelter-replacement Feel free to let me know what you think.
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