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lo-fi

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Everything posted by lo-fi

  1. Love it! Seriously, seriously cool! Cheers for the props in the credits, and the out-takes are BRILLIANT! What a way to show off parts Not anywhere near as impressive, but I'm sure some people will want to see this: Yep, they're back
  2. Sadly yes. Though I've gotten a little distracted by actually getting the .mu importer to work! I now have the models for the remaining RBI tracks available Got the tiny set working in-game...
  3. Post some screen grabs, dude! Jeb? one-upmanship? Noooooo. I won't believe it. It was working. Working fine... It worked fine for some things. Other it wouldn't let land, and sometimes it would randomly tip the world sideways and all hell would break loose. I might get it working properly one day. Maybe. The props just provide propulsion, I've not tackled buoyancy yet. FS seems to do that rather well, so I'll probably just leave that well alone!
  4. Yep, those pipes are a right royal pain. Spent a while tracing bugs in the water hovering code last night. Still can't get it to behave perfectly and had some rather amusing side effects.
  5. I think the name animation is possibly a little misleading. It does animate stuff, just not using pre-keyed animations. Not really sure what else to call it, though!
  6. Tracks are the daddy in low grav if you're not going for repulsors. They always steer by braking the inside track, so as the rover rolls, it unloads the inside and becomes less effective. Negative feedback at its finest No active anti roll at the moment, btw I'll revisit at some point now I know more. I do need to move to model nodes because I want to do some shared texture atlases. Did you get the repulsors to load properly in the end? Gotta love a bit of random KSP behavior..
  7. Cheers dude, so nice to hear that people are enjoying all the hard work
  8. Ah, hold on. Just seen a problem You'll need an additive mode for proper continuous motion, I'll issue an update shortly. I'll post an example config for it too.
  9. Oh, one thing if you're going to grab the code and use in your own plugin: please use a different class name for the module. Saves confusion if someone bundles the pre-built dll with the module name TextureAnimateGeneric. Will update OP shortly.
  10. Yep, and that's probably the way to do it if you want a really specific motion, or something that starts and stops. Philotical nailed it, just zero the max and min for the offset you don't want to move Excellent, that's rather effective! Yep, feel free to grab it and bung in your own source. The license basically says you're free to make derivative works however you like, so long as you license under the same terms and attribute the previous authors. It's designed to keep things open and freely usable. Cheers guys, glad it's finding a few uses.
  11. I have to admit, no. But I have a pretty good idea what's going to happen Wicked! Well that's something new Weird it splits the file name, Gaalidas : huh: the wonders of KSP! Did sorting out that line help at all? Looks like a model load error, rather than a config fubar, though I can't figure out why. There aren't any animations or anything in that model for it to get upset about, and I'm not using picky MODEL{} nodes.
  12. Hmm, that's odd. Though you seem to have a space in the name of the .mu? I've just got them loaded fine in-game, and I haven't touched those models in ages :/
  13. http://forum.kerbalspaceprogram.com/threads/97751-PLUGIN-0-25-Texture-Animation-Util?p=1494654#post1494654 There you go buddy
  14. As requested, here is the texture animator I threw together the other day: http://forum.kerbalspaceprogram.com/threads/97751-PLUGIN-0-25-Texture-Animation-Util?p=1494654#post1494654
  15. I read a forum post asking if there was a way to randomly animate textures, and it seemed like too cool a thing not to create. So here is it: GitHub It's really just a bare bones proof of concept, but basically it randomly changes the UV offset of the texture on a named GameObject. The speed and amount are both configurable independently in the U and V planes. Config looks like this: MODULE { name = TextureAnimateGeneric ObjectName = WheelMesh //name of the GameObject you wish the texture to be animated on smoothSpeed = 10 //float. controls how smoothly the changes are carried out minSpeedU = 5 //integer. minimum number of frames before another change in U offset maxSpeedU = 15 minSpeedV = 0 maxSpeedV = 30 minOffsetU = -0.1 //float. minimum offset to randomly generate for the U plane maxOffsetU = 0.1 //maximum offset for U minOffsetV = -0.1 maxOffsetV = 0.1 } Continuous motion example: MODULE { name = TextureAnimateGeneric ObjectName = Track additiveMode = true //set this to true if you want continuous animation over a tiling texture (conveyor belt, for example) smoothSpeed = 5 minSpeedU = 0 //zero values for which plane you don't want movement in maxSpeedU = 0 minSpeedV = 1 //in additive mode, set this to one and control the speed with how much offset you want each frame. maxSpeedV = 1 minOffsetU = 0 //zero values for which plane you don't want movement in maxOffsetU = 0 minOffsetV = 0.005 //it's the offset that actually does the movement. maxOffsetV = 0.005 } So you can have it as random or constant as you like. By setting the min and max values the same for any pair of values (minSpeedU and maxSpeedU, for example), you can achieve steady movement. It was a half hour project, and posted because quite a few people showed interest, so I'm sure it will want refining once people actually start playing around with it. What I'm _not_ going to do for this module is tie it to specific function (like engine throttle, for example). The license allows you to grab the code and use in your own project if you wish, or you can write a little module that fiddles with the public variables to achieve that; it's up to you. I've deliberately left is as generic and flexible as I can. Oh, and it moves the bump map to exactly the same placement as the diffuse/spec. So what can you use it for? Well, engine effects, adding a bit of visual interest to emissives or self illuminated lighting... Conveyor belts and even the Knight Rider light strip have even been mentioned! Go see what you can do with it Questions, comments, pull requests/code improvements/extensions welcome. If you want to use the pre-built .dll, please put it in GameData\CommunityUtils. License: CC-BY-SA
  16. Honestly, I'm really surprised nobody has created an animated texture plugin before. It really was ridiculously simple. For something that took me half a (very hungover) hour, there are at least five mod makers asking when I'm going to release it... I would have already had I not broken so many bits in KF! Yes, wheels with retract... It means landing gear is quite easy with the same module, though I have yet to create any wheels with a retract animation. I do have some ideas, but they're somewhat complicated and will take a bit of time.
  17. I'll be releasing the texture mover shortly separately. Yup, it's all configurable, will be suitable for all of that. Good good, I'm quite pleased with the smaller wheels myself I think its all settled enough to document, so I'll comment a config file for a wheel and a track unit for you; should get you going. Hmm, that sounds like an interesting idea. Probably one for IR like your wheels... Step climbing is a pain with one dimensional collider What suspension settings you running on the tracks? Almost sounds like they're a bit under sprung. Travel is a little limited due to the way the skinned mesh works, or they look a little weird sadly. I think I run different system unit setup to you, so I messed up the size of the skids! Retractable version sounds excellent; KF plugin now supports retract animation..
  18. Ohhhh! Haha. I used the small wheels to demo my news texture animator plugin. Ooops. Yes, the texture is being moved by random number generating code. I think they fit with the range much better as they now; glad you agree. Texture is entirely temporary just to stop the white obscuring how they look in game, hope to have that sorted soon I'm just fixing a bug with the ride height where it won't save properly. Other than that I'm kinda happy with the plugin right now. How big a bill did Jeb rack up? We ought to have a challenge to see who can destroy every destructible thing in the KSC the quickest with a rover under a certain tonnage
  19. Well, of course... I've updated the large wheels with new collider settings, though may have the grip a tad too high. Jeb does like his monster truck, it's great for snack runs! Interested to see what you make of the small (and tiny) wheels now. Hopefully I haven't broken them; I didn't test after fixing a few other things.. Thank you both, as ever. This would be almost impossible on my own. Texturing aside, I'm aiming to have the following release ready for 1.8: Large, medium, small wheels + one variant of the tiny wheels. Medium, small, RBI Oval, RBI Mole tracks + long tracks I have yet to export to game. APU, skids, hypnodrive. Repulsor & surface version. Opinions please (plus what is currently broken?) Skids need to be revisited (too big), but won't take a lot of work.
  20. I AM INVINCIBLE! <Cue tons of liquid nitrogen falling on my head> Texturing aside, I think we're getting to another release point... Decided to ditch the medium wheel in favour of the repulsor wheel model. It's much nicer, already textured and there seemed little point in having two almost identical parts. Still haven't anywhere near nailed the repulsor conversion, but they can go in in pure wheel form and can be config updated to full conversion goodness later. I really need to get some MODEL{} nodes and texture sharing going, though.
  21. I'm just about to take a look at that... possible I messed something else up! Fix for weird suspension issues has just been published, btw. Repulsor water stuff should be back up and running too.
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