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Cosmic_Farmer

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Everything posted by Cosmic_Farmer

  1. I was about to submit some updated stuff, but have run into even more bugs. I'm now having the screen turn black as soon as physics kicks in. This is a very common problem these days, and there are reports of it happening with 100% stock games, but I'm not sure if my most recent changes are causing it. I'm getting thoroughly fed up with all this nonsense. On a positive note, I like the new parts. Here's a civilian shuttle I put together. It gets them from A to B. And here's some other stuff I've been working on... I've added windows to the top of the 25-kerbal house. Not sure whether people would like the look of it, but I do. I thought it could do with some extra living space. I've also added some detail to the hull endpiece used on this and other parts. Thought I'd try adding lights to it, which would be useful for some docking activities, or otherwise knowing what not to bump into. And last, but not least... I'm bringing it back. Still very much work-in-progress. I'll be re-doing most of the texturing. Not sure if I've overdone it with the level of detail. I'll leave others to decide. On another positive note: I managed to get stock texture replacement to work (it really did take some work!). This should help cut down on the textures needed for the mod.
  2. I didn't even realise there was a new version of KSP until I read that! I've made some more updates to parts, including the eight-kerbal house - it now has a full interior. However, as I've been working on consolidating textures, it would be worth going over all the other models, as well, before these could be included in a release. Otherwise, it'd mean spamming the assets folder with even more textures. I've put together some larger textures to each replace 3 or 4 existing ones, as well as adding specular or emissive layers into the textures with could use them. This also allows mesh counts to be lowered, decreasing model file size, as well as decreasing draw calls (I think ). I will submit what I've done so far. I've also been working on an IVA for the large house. I thought that as I'd modelled the whole inside space already, making the IVA would be as simple as positioning the kerbals on seats. I was wrong. However, it shouldn't need too much tweaking to get this working on its own, and with Raster Prop Monitor's IVA functionality.
  3. I was actually thinking of making something vaguely similar to that. I started designing some luxury accommodation with a rounded top, a more-or-less flat bottom and large windows. I've been looking around for inspiration, mostly at modern art houses, eco homes and alumni houses. I might try out two separate designs; one looking something vaguely like the house in that photo. I've also considered a small pod, as a larger alternative to the current 4-kerbal 'house'. something like one of these:
  4. @rabidninjawombat: You're welcome. I enjoy designing and making things, and it's nice to get involved with something. I've been looking at texture consolidation with a view to reducing the number of textures and the number of draws calls. I know practically nothing about that last part, but reducing material and mesh counts seems to be a good thing. I'm now redoing the 8-kerbal house. I think it's time the Kerbin bedspreads made a comeback. I'm doing the sleeping quarters at the bottom, and a sixties-style living space up top, which can also act an an IVA. When mission crew show up, we can assume that any civilians have been consigned to their bunks. Although the inside area would be purely cosmetic, the IVA additions would be practically zero. And it would be easy to make an exterior-only version for those who really want to strip out the extra visuals. This part would also be a good candidate for the RPM visible interiors feature, so you can observe your crew lounging around when they should be doing something mission-critical.
  5. Well, I've been trying to remove the 'stalks' at the top and bottom of the housing units, to make them look better stacked. This would allow them to be set up more like ground buildings, possibly even as skyscrapers. I've been considering adding main front entrances on all the housing, etc. but I wasn't sure what others would make of it. I was planning to make doorways that look more like the sort of door you might find on a civilian ground-based building, but which would also look appropriate in space. They would be lower-down on the buildings, but not in danger of being obscured by stacked parts. On the 25 and 60-kerbal homes, I was thinking of something like an expensive hotel entrance combined with an airlock. All except the smallest two houses would also get emergency escape hatches. As for ground-based buildings, what kind were you thinking of? Roughly what size/shape/style of building?
  6. Okay, I discovered that the whole problem was down to this one texture. It refused to show up in game, and the only way to get around it was to copy the colour info into a new file. If anyone can say what is wrong with the image, I'd appreciate it. https://mega.nz/#!0kwH2A5R!TL9noYaq1VKwceZjnFJXq9sRggG-VQd_HqowJlFpmOo
  7. Finally purged the texture problems! I can't tell you how frustrated I was getting with it. So, the next lot of models are finally definite improvements over the originals (feel free to disagree ). So, now that I've remove one elephant from the room, I'm going to look at another - the somewhat-demolished eight-kerbal house. I'm assuming it was an organisational error on Hestor's part that caused that nice inside section to disappear. I can't see why it would have been removed, otherwise. And speaking of interiors, I've been working on the largest apartment complex. There were loads of duplicated surfaces there, so I should be able to optimize it a lot. I've been looking at making that huge nook in the upper-midsection into an observation deck, and possibly allowing kerbals to EVA inside it.
  8. Very nice. It looks well designed to handle the rigours of space travel.
  9. Oh, okay. I wasn't able to export a uv map image, either way. There's a steep learning curve with all of this stuff. And thanks for offering to help.
  10. Well, I've circumvented the issue now by rebuilding the affected meshes from scratch. Should have tried that from the start, I guess. It was probably something to do with duplicated uv maps, or duplicated UV map names. All sorted now, anyway.
  11. I didn't design or make the original, but I have remade most of it. I hadn't thought to try reimporting the .mu files. When I try, it gives a lot of errors. Also, the option to export from blender with the Mu exporter is grayed out. All the textures in the mod are PNGs at the moment, and there are a lot of textures used. Here's a bundle of the .blends, .Mus and textures in question: https://mega.nz/#!QpRSlbIL!cwJmtsmOmqDp6Jx-BiPmZMI1BK7vlSyOnHhVUHjaCrU
  12. Hello. I've been working on updating models for the Civilian Population mod. I've been getting an irritating texture issue with a couple of the redone parts - a medium and small sized food-growing part. If I add the medium part into the VAB, one of its textures doesn't display properly - it's a vent material with a diffuse texture and a normal-map texture. The normal-map shows up properly, but the diffuse is replaced by a dirt texture, which is on another section of the model. This results in part of the model looking like its made of dirt that has vents coming out of it. This is from a previous version of the model, but it shows the same issue: The small-sized part uses the same vent texture, but doesn't use the dirt texture. If I add the small-sized part into the editor on its own, it shows-up fine, but if I add in the medium part, then attach the small part to it, the vent texture on the small part also displays the dirt texture instead of the vent diffuse texture. I have been trying to fix this for the past week with no success. Any help would be appreciated. Thanks
  13. I agree about optimizing the textures. I'm not sure how many of the existing ones are actually used. Several of the textures which don't need to tile, just show a single colour (such as for the windows, the plain glass and the dome frames) could be put onto a single texture. I think a separate pack for the IVAs would probably be best. What would be the alternative for module IVAs? Does the all-black stock one work for any crew size?
  14. Apologies for any texture problems with the models I updated. They all seemed fine when I tested them before, but a few different issues crept in somewhere along the way. I've continued working on the models, and have managed to fix most of the issues. I realised that some problems were caused by importing triangles and quads on the same mesh into unity, and having an old jpeg version of one of the textures. One of the textures in the download was also the wrong one - a normal map instead of the diffuse. I'm still getting an issue with the dirt texture copying itself onto other textures. It's really bizarre. I'll submit the updated models once this is sorted.
  15. I had the same problem, but reassigning the materials, textures, images, vertices, etc. did not fix it. Eventually, I realised that unity doesn't like quads, and was adding separate materials for the quads and tris which were on the same mesh.
  16. You named it after me. My mumma (Mrs. Farmer, of course) would be so proud.
  17. Finally submitted my model reworks. Hopefully they'll make it into the next version. I didn't really consider the size of the 25-civ housing, so I'll look into that in future. I like the look of the new mini-farm. I'm still planning to rework the old one, though. I've always thought that there seems to be a lot of wasted space in there, so I was planning to move the tanks to the edges, and increase the crop area. I've also been trying to remove the sticky-out bits on the parts, in order to increase the diversity of what can be made from them. I might have lower-profile, wider caps at the edge of the farm, though. As for new parts, I've been thinking of including some luxury housing. Probably roughly the size and shape of the top half of the 25-civilian apartments. The idea is that they would hold fewer kerbals per cubic-meter, but would produce a small amount of Inspiration. I've even considered making it a sort of university alumni accommodation and adding gothic arched windows, and so on. Vorg: It appears to do nothing. I have suggested removing the Command module from all civilian parts, except for the largest ones, which could feasibly have enough tech on-board to control the ship. I always use TAC with 12x the standard resource usage, and the civilians seem to use about the same amount as my crew do. Oh, and rabidninjawombat: See if you can get the new version on the community plugins library page. It links to the old thread.
  18. I've been working on overhauling some of the models for the mod, as most of them take up a lot more memory than necessary, and many are missing textures. I have dabbled in exporting parts into KSP before, but never released anything. I've learned a lot about Blender and Unity while making these, but am still struggling with some of it. Here is what I've done so far: In the middle, you can see a ring to serve as walls for a base, or as the center of constructions like this. I thought that rather than having a single-direction base, a double-direction base and a wall-less base, it might be better to have just the bare base, and a wall section which could be added to the top, the bottom, or both. Also gives more options for wall height (by adjusting its position in the editor). On the left is a reworked dome. I've reduced the number of layers in it. It has the same dimensions, but increased visibility, and the filesize is 1/4 what it was. The dome also has no hull attached to the top, but there's a flat window there which you can use to attach stuff to the top, as before, or use as a skylight: Roald likes the view. I've rejigged the small hydroponics module, making it slightly narrower, and packing a lot more vegetation in. (New one is on the left, here) I need to work out how to add lights in Unity, but aside from that, it seems done. (New one is on the right) Here is an original medium-sized hydroponics module on top of a newer one. Still WIP. I've tried to replace the frame in the old model with an icosphere with a frame texture. I'm sure it could work well, if I can find the right way to do it. Filesize is less than 1/3 what it was. Here is the large garden biosphere: I've added some more detail to it, including hatches for kerbals to go in and explore nature (no plans for an IVA, though. ), as well as a ladder running down each side of the main shaft. I've greatly increased the leafiness of the trees, and still reduced the poly count enough to get the filesize down to just over 1/3 what it was. Finally, the size 3 housing unit: I've brought the end connections in and added textures where they were absent. I'm working on doing a vague inside view which can be seen through the windows, but it needs a lot more work. Any comments and suggestions are appreciated.
  19. Okay, I've updated my pack. It now includes low-res versions, and the directory structure is fixed. Here's the link: https://mega.nz/#!4t5DHBaa!t4nQzADq6H3wvx3ts6hGmzG_MzbP9g6j5G9iSPj0H4k mitchz95: I didn't use the original pack names, in case the original was re-released. KerbMav: Texture mapping seems to be all trial and error for me.
  20. Nice parts. How about a larger version of the chine which would be a specially-fitted mk1-mk2adapter? Basically you'd put one on either side of any size 1 tank to make a mk2 profile.
  21. I would have put these together a few weeks ago, but felt sure that a serious texture modder would have already done so by now. Basically, modified versions of some of the female heads from the Diverse Kerbal Heads pack, altered to fit the new females. Pictured alongside a default kerbal. Awesome space/leisure suits sold separately. New link: https://mega.nz/#!4t5DHBaa!t4nQzADq6H3wvx3ts6hGmzG_MzbP9g6j5G9iSPj0H4k
  22. Flying_Dutchman: I love it. I would like to officially request being the first civilian to go there! On another note, I've been trying to rework some of the models. I've managed to drastically reduce the polygon count in some cases, but I'm having trouble with some details. Anyone know if it's possible to set a surface as double-sided in KSP?
  23. That is awesome, and I would love to see some more pictures. I would try making such a thing myself, but my laptop struggles with anything more than a single biodome. On that note, I'm looking at making some mesh alterations to make the mod friendlier to slow computers.
  24. If you're having any trouble getting attach nodes to work, you can now use the debug menu (ALT-F12), and select 'Non-Strict Part Attachment Orientation Checks'. That fixes most of the problems.
  25. Thumbs up! There should at least be an option for this in the stock game.
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