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unsociableTim

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Everything posted by unsociableTim

  1. OMG It was SOOOO hard for me to learn how to make IVA. I knew literally NOTHING when I started and I was soooo frustrated because lets be honest....the tutorials that have been written so far for modding suck. They all suck. They are all half ass. Thank goodness people took the time to make the little bit that they did but honestly....everything is buried in these forums. So I just waded through the forums for forever, learned Blender from nothing, learned Unity, and then I figured it out. Thanks though. It was hard for me to learn. Maybe I am just an idiot though.
  2. This is my Space Walmart. It is part of a mod pack I made containing every other command module I have made but I've fixed some of them for KSP 1.0. Just in case you are interested.... download link: http://www.curse.com/ksp-mods/kerbal/228806-spaceliner There is a parking lot on the bottom...
  3. actually this is not my best work...I am doing another bird of prey that is going to be like a "luxury" bird of prey??? It is basically what it would be like if I had the keys to the vehicle. That is why the textures are kind of aweful. I was trying to stay true to the Bird of Prey in the movies. This time the textures are very detailed and well placed as well as some other improvements such as disruptor cannons that extend and missiles peaking out of missile bays which open up in battle mode.
  4. This can be downloaded at http://kerbal.curseforge.com/ksp-mods/228806-spaceliner Has IVA, movable wings, and built in claw landing gear
  5. I have come across another thread which stated that new versions of unity do not work well with animating emissives. However, that thread was last posted on in 2013. It was recommended that people instead download versions of unity older than version 4.6. Is that still the case? This is the ancient thread I found: http://forum.kerbalspaceprogram.com/threads/25023-Emissive-tutorial/page2
  6. I just wanted to say for the sake of everyone making animations who happens on this thread that you do NOT HAVE TO export as a FBX. You can simply drag the blender file into unity and it will still work.
  7. Upgraded the space house.... - - - Updated - - - and one of my spacecraft docking to refuel....
  8. yea I will after I take care of some business.. Its supposed to be like a luxury yacht spaceship. Like a Mercedes spaceship.
  9. I'm getting better I think. I made this one that I am extremely proud of.
  10. I think I spend more time in Blender than in KSP.
  11. Actually the interior model is only 0.99% smaller than the exterior model. Except, I cut out the bottom portion of the pod/house because I wanted to leave some space for what I would imagine there to be storage for the 1000 units of monopropellant that are a resource that comes with the pod/house. I want to redo this whole space house concept properly now that I know what I am doing. I want to put something in space that looks like this. Also you can see that this house is VERY Blender friendly.
  12. Wow, this gives me ideas. This is going to be my own personal rover when I get around to it.
  13. I realized that many Kerbals will spend a VERY VERY long time in space and as such I considered that it would be practical that permanent home type command modules exist. Also I have decided that this is not the 1950s anymore. So the whole ship can be controlled over a wifi connection as shown here. I haven't added a whole lot of furniture yet. I call it the Microwave Command Pod. Because it looks like one. - - - Updated - - -
  14. The game recognizes the hatch and allows the kerbals to exit the command module. However, the game does not render the hatch. This is the case even despite the fact that the hatch is sticking way out of the main mesh. Please help me? Am I missing something important about the hierarchy? http://cloud-2.steamusercontent.com/ugc/706272610026057290/A932A8C04C7F8FAAB07CEDECC9BB2EC401D99650/ - - - Updated - - - Sorry. Answer is that I'm an idiot. It works fine now.
  15. I have been trying to follow this tutorial to make a fuel tank. http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-1.htm It told me to make an additional mesh called node_collider in Blender and to essentially make that mesh separate and 99% the size of the main mesh. It also said to ensure that all meshes have materials and textures. Check. Additionally I read that I may have to set up two materials because one will be used up....Anyways I tried with one and two materials. Everytime I run this part in KSP is just "falls through" the launch pad and explodes. Been going at this trying different things for a several hours. Was there a change in 0.90 that affects collision meshes? Here is my part.cfg: PART { name = cuddStation module = Part author = unsociableTim mesh = cuddStation.dae rescaleFactor = 5 texture = tankLayout.png node_stack_top = 0.0, 1.00, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -1.00, 0.0, 0.0, 1.0, 0.0, 3 node_attach = 0.0, 0.0, -2, 0.0, 0.0, 1.0 TechRequired = veryHeavyRocketry entryCost = 50000 cost = 30000 category = Propulsion subcategory = 0 title = Cudd Tank manufacturer = Cudd Energy Services description = Huge Fuel Tank for Cudd so employees can work their asses off filling up attachRules = 1,1,1,1,1 stackSymmetry = 1 mass = 14 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 400 breakingTorque = 400 maxTemp = 2900 RESOURCE { name = LiquidFuel amount = 8480 maxAmount = 8480 } RESOURCE { name = Oxidizer amount = 9920 maxAmount = 9920 } } - - - Updated - - - I think collision meshes are a conspiracy. It's all lies.
  16. Put in a microwave, coffee maker, and of course the touch screen thing for movies....its a long trip
  17. Hey thanks for this. I can't wait till Friday when I am permitting myself to start modelling again. Vowed to close Blender until I got my work done.
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