MetalBreaker
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Everything posted by MetalBreaker
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The texture is broken. I'm taking a little break, I have to do my personal work. Hopefully, this will get fixed in 2 days (but don't hold me on that). EDIT My internet is down. I'm replying from my dad's PC. I've finished the model, but I still feel like something is missing. My internet is coming back in 2 months.
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I'm working on it. Max publish time = 3 days Min publish time = 5 hours EDIT: DONE!
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Let's get on straight to the issue. I'm using 32-bit KSP 0.25, Active Texture Management and Texture Replacer installed. My memory usage is VERY low. 2.5 Gigs/ 3.5 Gigs. Yes, I am on a 64-bit system and I have 4 gigs of ram. I have a LOT of mods installed, but ATM and TR keep things smooth and low memory usage. Platform: Windows 8.1 Pro (All updates including optional updates are installed.) Output_Log.txt (I don't have a player.log :/): https://www.dropbox.com/s/w14l37vc7g8cil8/output_log.txt?dl=1 (Direct output_log.txt download link) The problems are: Parts Categories are all messed up. I ended up finding the small gear bay not in the utility tab, in the aerodynamics tab, and I found propulsion parts in aerodynamic parts! Don't know what mod could cause this. Really. Now, the second issue: When I press S, the wings push me to the ground instead of going up. RCS controls work fine. Weird enough, in settings.cfg it says: PITCH_UP { primary = S secondary = None group = 0 switchState = Any } ... Now, my mods list. Mods (Don't accurately know their versions, but I know they're all for 0.25, except Firespitter is for 0.24.2, I tried removing it, no issues fixed.): Toolbar Active Texture Management B9 Aerospace (Official for 0.25) Better Than Starting Manned Crew Manifest CrossFeed Enabler Distant Object Visual Enhancement Kerbal Engineer Redux Enhanced Navball Ferram Aerospace Research Firespitter SafeChute Habitat Pack Home V3 My mod (I tried removing it, didn't help fix my bugs.) RasterPropMonitor Kerbal Attachment System Kerbal Flight Indicators Kerbal Joint Reinforcement HyperEdit Kethane KineTech Animation Klockheed Martian KWRocketry Magic Smoke Industries (Infernal Robotics) MechJeb 2 NavHud DockingPortAlignment Open Resource System RealChute RemoteTech ResGen All Romfarer Mods SmokeScreen Station Science TAC Fuel Balancer Texture Replacer TAC Life Support Trajectories TreeLoader TriggerTech TweakScale VirginGeneric Plugin (???? Came from a mod) VNG Parachutes KSP Interstellar Module Manager 1.5.1 And that's all! I hope somebody finds the cause of my issue
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I'm currently working on a new gas tank model. Will be up today.
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They aren't really jagged. I wanted to expose the tank's structure since it's an old, rusty tank. I made them look like that.
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Pictures are up!
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Okay! Will be up in 10-15 mins
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Hi there! I clearly made this mod for fun. It's released under WTFPL license (Do the **** you want license), but you may not make profit from this mod without my permission. This mod adds a new gas tank (fuel tank) to the game. It holds a lot of fuel, but it is not OP. Statistics: Mass: 107 tons (Very heavy!) Size: Medium (Compact!) Entry cost (career/science only (cost in R&D facility)): 10000 Cost (career/science only (how much it costs in SPH/VAB)): 20000 Fuel held: 9500 (Darn high amount!) Oxidizer held: 12000 Tech required (career/science only): General Rocketry You need heavy engines to lift this thing! A small engine won't be enough. Here's an example of how heavy it is: I made a new rocket using the gas tank. I launched it about ~230m in the air and stopped the rocket. I released the gas tank and it fell on the launch pad. It destroyed it. I hope you have fun, the source code is provided with the download! Downloads: KerbalStuff: [removed link to defunct website] (Check changelog, model actually updated, new header doesn't want to upload for some reason) (Up-to-date) CurseForge: http://kerbal.curseforge.com/ksp-mods/225007-gas-tank (Images and files Up to date) GitHub (Source is on the first page, click on the releases tab for actual compiled mod): https://github.com/MetalBreaker/ksp-gas-tank In action: OUTDATED Landed: UPDATED
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Try verify integrity of game cache on steam. Can't really tell you how to do that atm, seems like a data file is corrupted so the game just crashes. Steam's verify integrity of game cache will compare your local game files md5s with the server game files md5s steam really has and re-download the local files that don't match the md5s on steam's servers. Same thing happened to me on GMod, verifying the integrity of game cache worked like a charm.
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Colorable Items (Explained!)
MetalBreaker replied to MetalBreaker's topic in KSP1 Suggestions & Development Discussion
-BUMP- I hope this thread really gets some attention because I really feel like nobody is interested. -
This thread is not like the ones "I want colorable items, IMPLEMENT THAT INTO THE GAME!". Slow down, slow down. In this thread, I will make a deep explanation of how could colorable items work in stock KSP. First, modder-friendly guide (I'm a modder myself too, I just don't publish my mods): Texture suffixes: _me = Mask / Emmisive (Colorable) _ns = Normal / Specular (Normal Map (Not grayscale bump map!)) _de = Diffuse / Emmisive (Non-colorable) An Mask / Emmisive (_me) defines the model's colorability using the Alpha channel and the main layer (Background in most cases, basically the layer where you paint your texture on). On Alpha channel you would put the following colors (hexcodes): Non-colorable: #9f9f9f Colorable: #898989 Basically, your Alpha channel would have the same layout as your layer where you paint the texture on, but for the colors you usually put, you would put the colors above for colorability or non-colorability. For example, I paint the texture of my Gas Tank, I painted the background layer, now the only thing left is to define colorability or non-colorability. I would just normally paint the whole alpha channel with the colorable color because I want my whole model to be colorable, but for people who don't want their whole model colorable, they would just paint the part they don't want to be colored with the non-colorable color. Now, let's move on to the Background layer defining colorability or non-colorability. For the background layer, you could just paint it the way you usually do but I suggest this color (hexcode): #8f1c68 That color is basically gonna show the EXACT same color you painted it on the painting GUI ingame. For regular colors it would just change the color you painted on the background layer by adding the color you selected's RGB and hue values to the RGB and hue values you originally painted on your model. If you don't really want to use the color I suggested, you could use the shades of that color to get a bit different color between parts. Let's move on to normal maps. Normal maps could be generated by NVIDIA's photoshop tools normal map filter. It's background layer would be the normal map the NVIDIA Normal Map filter generated, but the alpha channel would contain the model's actual shinyness. You could put any shade from black to white (only neutral colors!) there to define the object's actual shine, but not glow. Let's move on to Diffuse / Emmisive. Diffuse / Emmisive is a model texture that you usually paint. It's alpha channel defines the model's shinyness (but not glow), but it's normal map still needs an alpha channel that defines the model's shinyness to be a normal map after all. It's basically an UVW unwrap of your model that you paint and an alpha channel where you customize your model's shinyness. For non-modders: This tutorial (that will JUST MAYBE apply in the future) is too complicated for you I hope Squad really takes my request, even though this is complicated. Quite a few games already use this method, so modders that mod those games should easily mod KSP.