

tadeass
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Everything posted by tadeass
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Hi, I just tried to make a part with Unity. I didn\'t have problems, but when I used my model.mu in the part folder and after launch KSP, the part was invisible, and when I had a look at my part folder, there wasn\'t \'model000.mbm\' and \'model001.mbm\' items. Can you help me with it please? Here you can download my Unity project folder and part folder. http://www./?x2p5d2ehdxz847m
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Nuka Corp shuttle project ( and apparently other stuff :D )
tadeass replied to Anariaq's topic in KSP1 Mod Development
Hi, Your map in unity is nice, I like it a lot. Also, do you now why Unity splits diagonally the faces? Like Quads to tris in blender, it increases poly count. Also, how did you make those bolts/screws? They are so nice, maybe a bit massive, but never know what can happen. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
Hi, I have (hopefully) good news from the project. I\'m quite late, sorry, but I didn\'t have internet connection last week. So, I had a lot of fun with shadows and texturing, results are quite suprisingly: (Sorry, ME is missing, I must model new one) Enjoy! -
Nuka Corp shuttle project ( and apparently other stuff :D )
tadeass replied to Anariaq's topic in KSP1 Mod Development
Thanks Kreuzung. MuMechVariablePod is the class/module? -
Nuka Corp shuttle project ( and apparently other stuff :D )
tadeass replied to Anariaq's topic in KSP1 Mod Development
@Anariaq: What about texture of the pod? This is final? Anyway, does anyone know where I can found the MuMechVariablePod plugin for devs? I couldn\'t found it here http://kerbalspaceprogram.com/forum/index.php?topic=8560.0. Sorry for OT. -
Thanks.
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Please, can anyone to send me the old-way-maked .blend or .dae/.DAE file including the objects? It would be great way to understand to it all much better. Thanks, Tadeass
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Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
That\'s surprise. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
It is in the poll, in the '(.........)'. The Vulkan. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
I edited the poll. You can vote again, now you will vote for your favourite type of Energia rocket. Pic\'s: Vulkan: Energia- Buran: Uragan: Energia- M: My favourite Energia is Vulkan, of course. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
Ok. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
I\'m using blender. And yes, maybe I can use your solar panels on the ATV, but they will need to edit a bit. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
I think on your sattelite it doesn\'t care, It\'s quite small object and only a payload with not much parts, also, it makes your sat more nice, I like your job. Try to start with adding less verticles on the cylinders. Maybe it would be one of first payloads what I will want on my orbit. Can I have an order for you please? I modelled solar panel, but I need to animate it and I can\'t. You know about what I\'m talking. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
I think not much, 1742 polygons. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
Hi, I ended the texture (booster\'s) today and I\'m quite proud. It was surprise even for me. I will not add old flags to the texture. I didn\'t add any normal/bump maps, they wasn\'t necessary. Enjoy! -
Why is my part pink?
tadeass replied to Absolution's topic in KSP1 Modelling and Texturing Discussion
I think you just need this stuff. http://kerbalspaceprogram.com/forum/index.php?topic=3343.msg85876;topicseen#msg85876 -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
I don\'t know. I don\'t know if parts need normal map, and that means I can make a decision between 'old' part folders with .dae and 'new' part folders with .mu file. Maybe they looks good without, maybe not and maybe they can look much better with normal maps. Also, I must do other stuff like learning to modelling with sclupt mode etc. And all those things takes some time. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
Ok. I have news for you. Today, I remodelled the booster from two reasons. First, It had around 5000 poly. That\'s just much. And it was really non-detailed model. Here\'s new model: Hopefully would be better. Have 1800 polygons. -
Nuka Corp shuttle project ( and apparently other stuff :D )
tadeass replied to Anariaq's topic in KSP1 Mod Development
@Anariaq: Thanks for answer. Also, that UV sphere on the control panel would be good 3D gyroskop. (I worked a bit on one, here is texture what I prepared for 'project from view' UVmap of the model, but it\'s not complete) -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
Ok, I know I\'m late, sorry, I didn\'t have time. The poll is locked now. @TheBlaster: Thanks, my too. -
Nuka Corp shuttle project ( and apparently other stuff :D )
tadeass replied to Anariaq's topic in KSP1 Mod Development
Hi Anariaq, Great job on the new models and kerbals, I like them so much (maybe more then is healthy ). Also, I have one prayer. Please, can you send me the dwl link to krebal model? I really want to try to make a capsule for them, but I haven\'t got skills to make my own model of kerbonaut. And a little OT: Anariaq, do you play the X-plane? I saw your avatar on the forums. EDIT: Please, how do you those lights? I\'m talking about those red lights on the sides of the module. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
Yes, I know that. -
Ariane 5 and other Projects under development
tadeass replied to tadeass's topic in KSP1 Mod Development
Ok, this Sunday I will lock the poll. Vote now, if you didn\'t! -
Hi, Please, can someone post here any link(s) of some useful and good normal maping tutorial(s)? Just any proven tutorial. I really don\'t know how to (for example) make a straight line in sclupt mode etc. I\'m using blender 2.62. I already saw this one (http://blenderartists.org/forum/showthread.php?138194-Normal-Maps), but that\'s basic tutorial with steps, not with proces of making normal map/bump map itself. Also, must I use sclupt mode for normal maps in blender, or not? Can I add new object and merge it with the high-poly object and after that press 'bake'? Many thanks, Tadeass