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SkyWest1218

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Everything posted by SkyWest1218

  1. I've also been having this issue. Only workaround I know is to exit to the space center then go back into the game.
  2. Yeah, truth be told I'm not totally sold on the eyelids thing either. I modeled them to get some better control on the facial expressions, but definitely they do kinda make it look a little creepy. What I can't decide is if I should simply make them smaller/less obvious or just scrap them entirely. Anyway, I don't really have any plans for this, it's just something I wanted to try to get some experience with character modeling. Though I will say what initially got me thinking about it was an idea I had for a short that would involve a kerbal composited into live-action footage. If I ever come up with something interesting to do with it I might produce it. Otherwise, I'm thinking I'll post it somewhere for anyone to use when it's finished.
  3. So I'm a CG hobbyist, I decided to make a slightly more realistic Kerbal model. Only have the head with basic skin textures and partial rigging done for right now, but it's already in a state where it could be used for basic animation. Here are some basic expressions. Excited: Neutral: Scared: Studio render: Critiques welcome!
  4. That helped a lot, I got my sounds working just right. Thank you!
  5. I'm working on adding thermal animation to my model, but when I load it into KSP, the game says the model is either invalid or missing. I removed the thermal animation in Unity and it worked fine, so that's definitely what's causing the problem. I read that someone else was able to solve this issue by using an older version of Unity, so I downgraded to the same version they said they switched to (version 4.2), yet strangely, the problem persists. My only thought is, is this an issue with Part Tools .23? Otherwise I'm totally confused why this doesn't work, even when I followed the guide posted on here to the letter...
  6. I've gotten good results by exporting using DXT3 compression with mipmaps enabled.
  7. I'm working on my first KSP mod, and I thought it might be cool to include some custom engine sounds. I got them to play, but now I'm stuck on working out how they're controlled by the config (for the record, I started with a Squad config for the turbojet and have modified it to fit my part). Here's what the section for the running thrust looks like right now... AUDIO { channel = Ship clip = FlightPathDev/sounds/large_thrust volume = 0.0 0.0 volume = 0.5 0.5 volume = 1.5 1.5 pitch = .7 .7 pitch = 1.2 1.2 loop = true } The problem is, since the config file isn't commented, I haven't been able to work out exactly what these numbers control.
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