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Quiznos323

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Everything posted by Quiznos323

  1. Yeah that tool is what I tried before, but I also found it unreliable and hard to use.
  2. I assume that we are not allowed to use them for copyright reasons, but I just wanted to double check. I have some parts in development that are to fit the Mk2 style and I'd like the textures to match as close as possible. Is it best to just try and replicate them, or are we allowed to use Squad assets with credit given? I know I've seen a lot of parts out there that look as though they do.. Edit: Nevermind, I think I actually found the answer in Squad's Add-on Posting Rules. Correct me if I am wrong though.
  3. Hmm ok, that looks promising. I haven't coded in C# before (only C and C++) but I'll give it a shot lol. I just don't know anything about how to implement GUI sliders and linking them to the animation...or anything related to KSP coding for that matter XD
  4. Thanks for the quick respose! I used your second method and it works great Simple and effective.
  5. When making parts to fit stock parts (like Mk2 parts for example) I like to import the part as a .mu and then take the faces that shape the part profile, but the imported faces are always pre cut into triangles. Is there any way to turn them back into quads where possible? Using Blender by the way
  6. New vtol prototype progress: (MkII style)
  7. I did yes, but it looks like it only controls the rotation of an object/transform, and not the running of an animation. Or else I'd use it for sure Yeah I may ask them too and see what they say.
  8. Haha thanks I have the rotation animation down solid now, and if I can use Firespitter or some other plugin to enable custom vectoring that would be neat... and yup, I have plans for the fan part too! I'm for sure going to try to make a B9 variant, and I'll see about the MkI style too. I don't know much about IR and how that all works for the custom one, but I can look into it... the biggest obstacle I have right now is time (plus I'm new to modding) with my schoolwork, but I'll see how far I can get with this project Glad you like it so far!
  9. Ah thanks, I was looking for documentation like that Unfortunately it looks like the FSanimateGeneric doesn't support locking the animation while running, which is part of the functionality I'd like..
  10. I'm working on a VTOL jet engine that uses a complex animation to rotate the nozzle, and I'm looking for a plugin that will only play part of the animation forwards/backwards as the respective button is held. I looked at the Firespitter VTOL module but it seems as though it will only rotate one object around a single pivot, and not with an animation.
  11. I'm using blender, it's a free program that I use for all my parts I have 3ds Max also through my university, but I haven't learned to use it yet lol.
  12. Is something like this what you're looking for? VTOL mode after animation:
  13. I like this idea...maybe I'll give it a stab when I have time I'd like to add a jet engine to my little pack I have going, and the set of engines you described would make a nice addition. Maybe a version to fit B9 as well..
  14. Hey, so I finished a couple parts that I've been working on!: v1.2 2/08/15 -Added QT-S25 Launch System -Added ACS Thruster -Modified and improved the Tweakscale config *Note: Use launch clamps when using the QT-S25, it likes to stick to the launchpad.
  15. I think the DPI change may have helped with the normal map pixelation, but now that I have the model imported correctly I can test it again with the 72 DPI that I had earlier and see if it really did have any effect.
  16. I changed it to 300 and you're right, that makes it look a lot better, thanks! Also, I fixed the weird lighting issue. Turns out I missed a small step when importing the mesh to Unity. Instead of "calculate normals" I left it as "import normals," so it was doing wonky things in-game visually because of that. Now it looks fine Oy, that was frustrating lol.
  17. No I made sure to press that when I dragged the texture into the slot in the material inspector.
  18. I put my part on the pad and timewarped, but the light coming from the tower still had the same effect with the harsh shadow line. It seems that any natural light source (the sun) seems to cast shadows on it fine, but artificial sources cause the weird effect. It's strange that it is only happening with this one part, since my smaller thrusters on the sides are normal. You can see it happen with an EVA'd Kerbal's lights too, for example:
  19. Perhaps.. I'll give it a try when I have time tomorrow and see what happens. It's pretty frustrating because it seems as though I'm doing everything right xD
  20. I'm not sure if you can, although I've never looked into it. I don't have photoshop either or else I would try... I know that lots of people use the plugin for Gimp and get good results though. My map looks like this: but in KSP looks like this: (sorry for the large images, but it's hard to see the details without them) The map is scaled up in Unity to 2048x2048 also because otherwise the pixelation on the bolts would be worse. I'd like to use 512x512 if I can to reduce memory. Am i just trying to add bump to areas that are too small to look good?
  21. Yeah I can't figure out the lighting thing, I've exported the part out of Unity with different settings a dozen times but no change . I increased the scale to like 40 in Gimp and the bump is showing up in KSP now, although it is really blocky and pixelated still.. the bolts almost show up as squares haha.
  22. So after trying to use Unity to make normal maps from greyscale and getting really bad and pixelated results, I got the gimp normal map plugin. When imported into KSP though the bumping doesn't show up and looks the same as a diffuse texture. It looks fine in Unity, and I have the normal map marked as a normal map, so I'm not sure what I am doing wrong... The texture has _NRM marked at the end as well, so I know that that isn't it. In Unity: In KSP missing the bump:
  23. Ok, I don't have Kronal Vessel Viewer installed so that wouldn't be what's doing it...so I'm at a loss as to what is. I'm pretty sure I did everything in Unity/texturing the same as previous parts. I'll put it into another KSP install and see if it does the same thing. And I guess I will just have to live with the texture compression since I can't help it, like you said xD Edit: Installed into a new KSP and it is still doing it, so idk what is happening.. It seems as though the shadows cast by artificial light sources are not fading correctly, and instead create a very firm line. It does the same with the light on the tower on the launch pad, and parts that emit light, but the shadows from the sun seem to be perfectly fine. Edit 2: I fixed the issue by re-importing my mesh with the setting "calculate normals" instead of "import normals" and now it looks fine. I was pulling my hair out trying to figure out what in the heck was causing it, but that little detail was what fixed it. So, tip for everyone who happens to read this, make sure you calculate normals on import, else suffer weird shadows and buggy spec maps like I did haha.
  24. When I have my part in the VAB it creates a weird shadow effect that only shows up on the half of the part facing the VAB door. Also some of the edge smoothing is lost on the tubing around the bells and the cylinders under the engine. All appears normal when in game though. Any idea what is causing this? I only have the texture set as KSP/Diffuse in Unity atm, since I still have some texturing work to do. Another thing I noticed is that the grey bits (text, creases, etc.) seem to be a bit washed out and pink-ish...is this due to the MBM format?
  25. Worked on this a little bit today: Based off of the bottoms of Russian Soyuz first stages, with vernier engines that I hope to make place-able so that you can create different setups.
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