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Everything posted by dboi88
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Mod Idea For Electromagnetic Heat Shield
dboi88 replied to Mlg Dank Meme lord's topic in KSP1 Mods Discussions
Yes, we need this so we can make the spaceship from passengers. -
The alpha channel is the spec map, and you are on the right path, it determines how shiny the surface is, white shiny, black matte. That's a normal map rather than a bump map. A bump map is a height map, and is what you use to create a normal map. You wouldn't want to try and edit it directly, you would want to recreate the bump map and create a new normal map but if you are only 'painting' the part a different colour the bump map should remain the same. So i'd just stick to editing the RGB channels and leave the A alone, maybe if you put a decal on there you could add the decal to the alpha channel to make the decal be shiny/dull.
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[WIP] GoingUnderground - Subterranean Habitats Mod
dboi88 replied to steedcrugeon's topic in KSP1 Mod Development
It's not even MKS that you need, it's just USI tools which is in USI Core (where i get my weight balancing feature from) -
Yes Yes you can import a mu in plender using the mu plugin No, there would have been the original source files that will have all the layers but you won't find those ever being released for stock parts, so you can only edit the texture 'on-top' of the oringal. You will need to make this yourself, my advice would be to start as you have now, then try recreating the textures yourself playing around with brushes to try and get the same details, and basically learn to texture. It's how most people start. Btw using color layers/masks and blend options in gimp or photoshop you could probably achieve exactly what you want. That's cool!, keep it up.
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[1.4] Project Manager - Group and Autonumber Your Launches [09/03/2018]
dboi88 replied to Beale's topic in KSP1 Mod Releases
Downloading Immediately! Congrats on getting your first plug in release! -
Looks awesome, better than my current models never mind my first
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I've been testing new parts again (the launchpad, EPL compatible)
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Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I have had my first review, shame he did it on none working dev build but ¯\_(ツ)_/¯ -
Project Manager - Autonumber Your Launches and Maybe More
dboi88 replied to Beale's topic in KSP1 Mod Development
First, can't wait to try it out bud! -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I forgot the launchpad module! One of the main roles i want this freighter for is a mobile construction vessel. So i spent the day texturing the Launchpad. It was really fun to be able to texture something from scratch using everything I've learnt so far. I'm quite happy with my 'style' now. I love this launchpad so much i want to go and make a ground based version for all my bases . Here's a shot from the launchpad tests. I've also repurposed the cargobay model into a large KIS container/OSE Workshop assembly space so you can store/assemble large volume parts. One last part i'm going to make pre-release is a recycling module so there will be a full set of EL/OSE equivalent parts available in the Freighter From Factor. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I'd imagine it's because the workshop is the heaviest module, but the problem is that the weight balancing function only works on parts that are a leaf in the part tree and so should only be used on parts that do not allow surface attach, i've fixed that now so all surface attachments will need to go on the freighter hull. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I suppose it could be something to do with the animation, maybe a collider got animated by accident, I'll see if i can replicate. I took a look at the mass for the small modules, these are the figures that came out of the USI balance spreadsheet, greenhouse, mostly empty space, 4 tons, cupola spacious but a fully kitted out living space, 15 tons, power reactor, machinery but not necessarily heavy machinery 20 tons and the recycler, heavy duty and dense machinery 40 tons. I also found the issue with the storage module the fuelswitch module was missing it's GUI setting. Cheers -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I'm really struggling to recreate this, is it completely repeatable? -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Absolutely, i'd really appreciate that, PR's would be even better I've run through quite a few test missions now but i don't think i'd actually done any saving or reloading. I'll take a look and see if i can work out what is going on. Cheers -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
No you're right, I forgot i hadn't done some of those. I need to write the descriptions, i'm not very creative though. The storage module should be working though(basic MKS patch), i'll take a look at that. Cheers -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Pretty much everythings in there now? USI-MKS/LS, EL, CLS, KIS, still need to do OSE, but i want to make a new part for that, and the final engine balance. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Latest Release v0.1.5 - Beta v0.1.5 Change Log Added missing bump and specular maps Added full lighting rig to all modules Added EL support Improved CLS support Bundled Dependencies With Relevant Licences Added Small Modules, Greenhouse, Cupola, Reactor, Recycler Another release for you awesome testers, that's pretty much everything polished off for the current set of parts. This should be the final test build for the basic freighter set up, i'd appreciate feedback as usual. There should also be no further craft/save breaking changes. I'm now looking at some further parts to allow the freighter to integrate into many other craft designs. More info to come. -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
I've also finished the first set of small modules, Cupola, Greenhouse & Nuclear Reactor/Recycler(Placeholder Model for these two parts) -
Coyote Space Industries - Dboi's Dev Thread
dboi88 replied to dboi88's topic in KSP1 Mod Development
Cheers, i noticed thank you for your kind words. Thanks for that! I've finished with the nodes and configs to get the Kontainer rack working. Same deal as the big 5m kontainers, these will be load balanced to the freighter hull. I've also supplied KIS Kontainers so these EVA Prep area is finally useful. I've also been working hard on setting up all the dependencies, mm patches and licences files so we're getting closer to a release. -
Ok i've only ever drawn mine myself. One issue i've always had with any normal map is having the diffuse and normal in different file formats, KSP doesn't like that.
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That was going to be my next guess. Are you creating from grayscale?
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I think it's an issue with the faces being smoothed, try importing it without any smoothed edges and see if it's still there.
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Don't worry, it's black magic and not meant to be understood. Post some pics of the shadows and highlighting, there are a lot of people here who have likely seen the same artifacts before and will be able to tell you what is causing them.
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Well done!