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MacLuky

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Everything posted by MacLuky

  1. Solved!!! https://blenderartists.org/forum/archive/index.php/t-323242.html Steps to fix: 1. go into edit mode on the object 2. select all geom 3. open UV/Image window 4. select your image in the UV/Image window Can I change the forum topic to "Solved"?
  2. Hi I've started work on a new telescope mod, http://forum.kerbalspaceprogram.com/index.php?/topic/157044-wip-iras/ and it would be great to see if I can use some of these plugins to speedup my development. The license seems very permissive on this topic, am I correct? TSTSpaceTelescope appears to be core module, but what do the parameters refer to: baseTransformName = Telescope cameraTransformName = CameraTransform lookTransformName = LookTransform baseTransformName = Telescope cameraTransformName = CameraTransform lookTransformName = LookTransform
  3. Thanks, 25 vertices removed, but no cigar Under shading I have no "Textured Solid" checkbox. I have "Backface culling" "Depth of field" "Ambient Occlusion". If I select, multitexture rather than GLSL I get Shadeless as well. Yes that has to do something with it, at least, under orphaned I find my texture file ;-( That works a little bit, but it seems pretty dark. Bed time down here, the code is actually at https://github.com/macluky/IRAS for those who want to take a peek at the mess I made of all the material settings
  4. Nice, Depending on licence and availability of code it might jumpstart this development ;-) I may have some old posters of the actual radio spectrum analysis
  5. First step will be simple science reports using the built in system. Eventually I can write a plugin that creates an infrared image. However IRAS was not designed to look at planets but galaxies Perhaps one can access the background image in KSP and look at the milky way
  6. Hi I'm at a loss as to how to get blender to show the texturing. Last time I appear to have been pushing random buttons while sleep deprived, but a bit more knowledge would help ;-) I've got a screenshot here: http://imgur.com/a/2FrMK I've setup (most of) the unwrapping, generated a colour image, but can't get the rendering to show. I also see a mutilated vertex in the unwrap which I can't seem to delete. Re-unwrapping it just adds another one. Any experts that can shed a light? Thanks Chris
  7. Looking into KSPWheel, perhaps there is a way to patch it @Yogui87 do you have access to the models as well? The may need to be recompiled. I mean @Tokamak
  8. So would it be possible to use this to patch pre 1.2 mods? I noticed you included patches for stock parts to swap out the stuff that handles the wheels. I've been playing with the pandora rover from lion head and currently its non functional, but the wheelcolider is setup probably in the same way. The wiki said I need to setup the rigidbody, but I can't figure out it that is in blender, unity or can be worked around.
  9. I think I will start "realistic". Stock alike seems harder, but I may up doing both. Figuring out how to unwrap it. Finally managed to get @NecroBones excellent fuel tank example textured so now it's time to unwrap this one.
  10. True, but I have no experience with that. Re-textureing the outside might even be possible by simply creating a new texture file and referencing it through module manager. This is what I meant with ladders, http://imgur.com/a/XKaXh No clue how to reference them and tell KSP that it is a ladder ;-)
  11. Progress: http://imgur.com/a/DOI3s
  12. Ah my bad. Don't think i can do that myself Research is coming on nicely. I've made an initial mapping based on the old drawing that was used to align with Boeing on how to fit the satellite in the fairing. https://raw.githubusercontent.com/macluky/IRAS/master/Research/iras-ModelDesign.pdf
  13. I believe ASET had some new IVA's and a kit which you can use to make one
  14. Let me know if I can help. I was thinking about the same thing, even pieced the Lab apart, but the door and ladders may pose a problem.
  15. IRAS TLDR; Get the latest beta: https://github.com/macluky/IRAS/releases/tag/v0.2 For my first mod, I will try to recreate the IRAS satellite. Constructed at Hollandse Signaalapparaten which was my first employer. Though I was coding real time operating systems at the time, rather than building telescopes, it still feels like a great thing to at to KSP. History Status Research mainly done. Initial model made in blender. Figuring out how unwrapping and texturing should work.
  16. @PART[ThorSampleCollector]:NEEDS[Lionhead_Aerospace_Inc] { @node_stack_pod = 0.0, 0.0, 0.0, 0, -1, 0, 0 } @PART[ThorLIDAR]:NEEDS[Lionhead_Aerospace_Inc] { @node_stack_pod = 0.0, 0.0, 0.0, 0, -0.008, 0, 0 } @PART[ThorHeatshield]:NEEDS[Lionhead_Aerospace_Inc] { @category = Thermal } @PART[ThorCapsule]:NEEDS[Lionhead_Aerospace_Inc] { @category = Aero } @PART[DSL_Pod]:NEEDS[Lionhead_Aerospace_Inc] { @module = Part } @PART[DSL_Wheel]:NEEDS[Lionhead_Aerospace_Inc] { @node_stack_bottom = 0.0, -0.75, 0.0, 0.0, -1.0, 0.0, 2 !MODULE[MuMechModuleHullCameraZoom] {} !MODULE[HullCamera] {} !RESOURCE[Resolution] {} } @PART[DSL_*]:NEEDS[Lionhead_Aerospace_Inc] { @rescaleFactor = 0.5 @mass *= 0.5 } Some basic fixes. As for the wheels, we are probably screwed. As far as I can tell you need to add new transforms and animations before we can get the code going again
  17. Quick tip for those on OS X: Right Click the Blender app and select "Show Contents" then navigate to "Contents>Resources>2.7.8>Scripts>Addons and drop the downloaded file in there. Be sure to remove any dots in the name. Then restart blender and go into user preferences and search for Mu and activate the plugin. Looks great!! (just need to learn blender now ;-)
  18. Hi That is a great example. Do you mind if I build upon it to see if I can make my own Lunar Rover Wheels? I am new to modelling and am looking for a place to start.
  19. Hi Shadowmage This looks very good. I want to start a new mod for foldable wheels, kind of like the lunar rover. Can I use your project as a starting point? It seems like the best (and only) example out there. Regards Chris
  20. okay, would a mm patch set be ok? Like or does arr forbid that too? I guess even squad parts get patched
  21. Done. Sure kills all enthusiasm to resurrect old mods. i have Bobcat's soviet pack almost running. Guess it stays a private pleasure then.
  22. Great work! Consider adding it to GitHub so we can fork and contribute more easily.
  23. In all honesty I did not really test with it, just shifted dependencies in proper patch files It was a bit of archeological discovery to fiddle with all the bits. Basically it just CFG work, cBBp did great work on the model. Yep, hence the disclaimer
  24. Dragon Rider (Originaly By cBBp) I'm porting this modpack (with permission) to the latest KSP version. Most of this is updating the node attachments, flipping the y angle. There's other problems. Download: https://github.com/macluky/cBBp_Dragon/releases/tag/0.2 Links: Original link: [http://forum.kerbalspaceprogram.com/index.php?/topic/24217-dragon-rider-capsule-023-21414/] Mod Support: * Lazor * Kerbalism * TAC * MechJeb * CTT INSTALL: Unzip into your main KSP folder, delete old versions before that. Have module manager already installed. CONTENTS: * Dragon Capsule * Trunk * Solar Panel Covers * Nose cone NOTES: * The offset of the RCS thrusters is wrong Changes * fixes for KSP 1.8.1 * fixes for KSP 1.2.2 * added mission flags * updated buoyancy profile * updated COL profile * techtree integration * editor search and category integration * generic docking node fits normal and jr clampotron * emergency fuelcell if power drops below 10% * integrated heatshield and insulated capsule * science container and crew report * integrated transmitter CREDITS: * cBBp for original setup LICENSE: https://creativecommons.org/licenses/by-nc-nd/3.0/us/ This pack is originally made by cBBp. This licence does not forfait any original licences. SCREENSHOTS: http://imgur.com/a/isypC
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