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Everything posted by ximrm
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Distant object enhancement already does that for the most part.
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I just had a look at your maps. and I think you should add the outer rings of the Eye and it's bulge in the normalmap. Also, a specularity map would be very good for that part.(needs) Otherwise good job, I like the Quality.
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What steps are needed for an animated part?
ximrm replied to baijuncheng's topic in KSP1 Modelling and Texturing Discussion
Thank you very much! -
What steps are needed for an animated part?
ximrm replied to baijuncheng's topic in KSP1 Modelling and Texturing Discussion
MY question is: Do I need a reverse animation for eg. retract/close or will the game automatically rewind it on clicking the toggle/endevent? -
I like it! It's simple, it has style.It's HAL!
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Not only for planes, also tiny satellites. This is also useful for ships/planes that don't/can't have a normal docking port and can use the (coming)antenna-like part to refuel.
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Sadly unity does not allow point animations, so I rigged the whole thing. Newer version, still not final, animation will be tweaked,textures , collider coming. In my defense... I'm not an animator, i do mainly modelling and sculpting. BTW: haven't tried Multiplayer yet, but sure.
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I think it would be nice to have a mod that supports console controller. Not everyone has a joystick(or wants to spend it for only one game) and the 6DOF option for 3d ice is nearly unplayable. So I thought it would be nice to have the option to use a controller(pc or console) for flying and especially landing and having all needed hotkeys on that pad(except for the action groups but they could be switched through). The rumble feature would also be nice during launches,wobbling ships, landing and crashes. With that, you could have separate controls over main engines and rcs thrust, easier controlling in EVA or just the plain standard layout if desired. Since ps4 controllers can be easily linked to the pc, owners of those could also use the touchpad(mouse movement/gestures for actiongroups or something else) , the built in speakers for chatterer , the sensors for IVA viewing(or maybe something totally different) etc. etc. I think it would make an awesome mod. But if something similar already exists, does it support those features i mentioned above?
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[Part + Plugin] VuMeter - Monitor your resources
ximrm replied to PsY4's topic in KSP1 Mod Development
This is really good, always wanted something like this. Could you make an IVA prop too? -
There are several options: Multiplayer, Mechjeb, kOS, persistent trails etc.
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Hi, I'm just curious about the stats,ie. amount of verts,polys (also for collider), map size. Also have you tried retopologizing it?
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
ximrm replied to Arsonide's topic in KSP1 Mod Releases
No, everything was off. pic: -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
ximrm replied to Arsonide's topic in KSP1 Mod Releases
i have a bugreport: Today I had a problem where I had to put a satellite in a polar orbit around kerbin. allconditions were met(items, height,lan etc) except for neutralizing the controls for 10 seconds. I did try it multiple times with everything turned off but the contract wouldn't complete.(my satellite had phantom rotation, that might have been an issue, but i couldn't be solved with timewarp or rotating into the different direction and waiting for the counter-roll). I tried switching vessels and multiple times getting control back from the tracking station. The only thing that happened then was the the markier-circle disappeared, even though the contract was still active. satellite constisted mostly of stockparts and was the same model used for other satellite-orbit contracts. -
Looks really really good! I would just slightly decrease the bump strength of the orange part. (it sticks a bit out too much imho) Keep up the good work.
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Strangly dark shadows
ximrm replied to Clockwork_werewolf's topic in KSP1 Modelling and Texturing Discussion
Also known as phong shading(not to confuse with phong illumination). Maybe that can help you a bit. Smoothing groups are more or less the 3DS MAX etc. term for it. -
Just a few questions regarding Blender and Unity
ximrm replied to Woopert's topic in KSP1 Modelling and Texturing Discussion
I don't know if it's a medical issue or something everyone has but when i look at a square that is eg. 2x2 the height is just slightly a bit higher than the width. I realized it a few years ago when I was laying on the couch and my view was rotated by 90 degress and the width of the tv was wider than normal. Sitting up made it look normal again. I don't know and I might be talking nonsense but it might be the reason why we don't have 1:1 resolution and use for example 4:3 as it mostly looks like 1:1. Please correct me if I#m wrong or know more about that phenomena. Howeve,r it's impact is very subtle. -
Planet alternative texture pack question
ximrm replied to ximrm's topic in KSP1 Modelling and Texturing Discussion
Thanks for the information! I will try kittopia. Thread can be closed. -
As the title says, I want to retexture some planets and also the topology. My Question is now, how does the game create the topology? Is it based on height/normalmaps (the subdivision options in the settings.cfg seem to point that way) and would it work with e.g. Texture Replacer mod? I'd really like to add eroded ancient monuments if possible. Bonus question: Is it possible to add meshes to certain locations without the help of a mod?
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Also normal maps are "baked" from high poly meshes for low poly meshes to be used as textures. Most 3D applications have that option. Wiki: http://en.wikipedia.org/wiki/Normal_mapping Online normalmap tool: http://cpetry.github.io/NormalMap-Online/ There are also many free tools and plugins(i have 3 because of the slight differences in the applications which can make a difference and because they're free of course) Just google for normal map converters. Edit: I recently bought NDO which is a really nice tool and imho worth the $50. You can sculpt edit and do lots of other stuff to the normal map inside photoshop.(doesn't need the extended version for 3d,so student version works also. But CS 6 or higher is required) You have a lot of control, can load your custom mesh or use primitives to instantly show you the effects. Tutorial: The other tools seem to be awesome: You can get it here: http://quixel.se/ndo Previous version: http://quixel.se/nDo2/nDo2_release.zip PS: I just saw on the mainpage that there's a beta of all their tools for download which I'm downloading right now.Some of them will be free this year. (I'm not sure if they're free or/if in any way limited but it might be an option to try those tools first.(i'm only know ndo but i think it's a great tool especially for those unfamiliar with normal maps)
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Astronomer's Visual pack V3 BETA is out and it looks great!
ximrm replied to Majorjim!'s topic in KSP1 Mods Discussions
I have a problem with missing clouds/layers of various celestials.(only 2 layers for kerbin ,laythe and duna) Also no auroras. The older versions worked fine. Ireinstalled it multiple times(clean install of course) better atmospheres makes no problems but i prefer the astronomers pack. When I press alt+n I dont get any layers to choose from(e.g. eve) I think it's a problem with the .cfg. I'm using atm and tex replacer with the x86 executable.(removing those didn't help me either) -
Getting a Kerbal Mesh WITH Suit
ximrm replied to ximrm's topic in KSP1 Modelling and Texturing Discussion
thank you! -
I could do modelling, preferably buildings,statues(my specialization are characters).