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Hydranaut

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Everything posted by Hydranaut

  1. Well, I finished up my last exam (Electrical Engineering) for my third semester of university today. And KSP decided to give me a nice present... Mün Castle! First time i've seen it for myself in my 4-6 years of playing KSP.
  2. I like this idea on the basis that it gives the player something to do. But I also agree with Incarnation of Chaos that it would make it too much like the Contract System. One of the great things about KSP is the freedom you have over your own progression through the game. I think a better idea is, instead of making the conditions requirements, we make them incentives. ie. for every conditional you achieve, you get a slight discount, eg 5-10% off of the science/fund cost for the node. It is an extra challenge for those who want it, but the cost of not doing these challenges is not too much to the player.
  3. I graduated today two days ago, bittersweet if you ask me. Oh, In KSP, I've been playing around with using the Baguette tanks non-radially. Surprisingly very efficient and economic for small sats Only need two external tanks to take 0.6t to the mun with nearly a km of dv to spare. Currently trying to push this to the limit and see how much I can lift while still retaining the economic benefits, so i'll put some heavier payloads on it later. I've been waiting for this day for nearly two years, and then I go and forget to do it on the actual day
  4. Whoo hoo! I fixed the highlighting, texture and shader issues. the problem was that i just put the 1.1 part tools in without installing the asset bundles. so the issue was one of my own and now i hopefully won't make this same mistake again. so thanks cxg2827 for helping me with my own silliness which neither of us realized.
  5. 1) ok cool, just tried it and it seemed to remove the outer layer. had to change the angle limit on smart uv to avoid mesh overlay but looks good. I will need to recreate the uv map but that should not be too hard 2) i havent made all the changes to the model yet and ill be away from the computer over the next two days so i cant send the stuff right now. 3) sure
  6. 1) ok i just played with the mesh in blender and even though it does not show up in the hierarchy, the model seems to have the qualities of a boiled egg, a mesh on the outside and when you peel it away, an inner mesh. I don't think i can delete the inner layer so I'll just select all the polys that make the outer layer and use that as the basis for the uv map. 2) no, i just have the latest version of the 1.1 tools. i'll put in the old part tools package as well and see what happens. 3) sure, both the image of the mesh and the png that was used should be in the album. not sure if this would cause an issue but thought i would mention. the circles in the panel are close to the square and the colour i used to draw the squares wasn't black but a grey. don't know if this could cause issues.
  7. 1) I tried to remove the shader in unity by clicking on the little gear icon but there was no option to remove it. Should i try to open the mesh in blender and look through the hierarchy there? 2) i looked through the shader options, no folder for ksp with the new part tools. should i use the legacy version or the one in the mobile folder? 3) just changed that into a normal map but now the impression makes a square, not the panel shape i was aiming for (see the gallery if confused). i'm going to test it and see what happens. ok so I used the mobile bumped specular shader, fixed the normal map, though i did the changes on the material shader, not material_0 and when i put the new part into game data, exited to KSC and refreshed the database, I enter the VAB to find my tank is not appearing. it was going to fast but i think i saw an error in the database regarding my part. model didn't exist or something like that. 4) ok, i'll just use photoshop to create the normal maps from now on. Thank you very much cxg2827 for helping me fix these problems and to providing solutions to the issues that persist.
  8. Ok so I'm a bit new to the whole modding thing with the new unity 5 engine and I need a bit of help. I'm having a few issues with the texture of my part, it's normal/bump/depth map thingy and how the game won't highlight the part in the editor and in flight. Here is a rundown of how I created the part. I created the original model in google sketchup, exported the dae file into Blender, exported the Blender dae and uv map, put the dae and part tools into unity, opened the uv map in photoshop, created both the texture and normal map and put them into unity, created new game object and made the model a child of it, then placed the textures into their proper slots, i kept the normal map png as a texture with alpha as transparency because otherwise the (limited as is) bumps would not appear on the model, exported the part into the game and this is the result while the model appears blank in the unity editor, the detail is all on the inside faces (material_0), although it shows in the game with the detail on the outside (refer to above gallery) but i can't find any distortions, weird eh? I am using these versions of the programs: Google Sketchup: 15.3.329, Blender: 2.76, Unity: 5.3.5f1 personal, KSP: 1.1.2.1260 Can someone help me with this? Should I rebuild the model and try making the part again? Do I need to provide anymore information?
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