

Anariaq
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Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Hmm if it is on unity you are trying to make the legcollider. You do not need to have a model for the collider it self. Just use the physic tab and then mesh collide. But if it is in blender, you may need to assign a material for it. You dont have to edit the material, just add it. Hope it helped (click for bigger) And then in game it does this. Keep in mind this uses the exact same .cfg file as the delta wing, the only thing I changed was the part name (Delta Wing to TestWing) and description Before anyone tells me I need to change my X rotation from -90 to 0, this is what happens when you do that and re-export also, copy of my source stuff if you want to look at it (download) I will look into it at this moment. -
Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Ah don\'t know if this will help. But Unity have a really fantastic blender support. What you have to do is start Unity and then drag the .blend file into the project tap. It will automatic get all models and materials from it. Though still need to be edited. Hope it will help. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Many thanks. Will test it out -
Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Looks great You could scale the square down and increase the strength of light emitted. To get more detailed render. To make the detail on the rocket to pop a little. BTW really like the kerbal with your other render And no, I have searched around to see if it is possible to use cycles for baking textures. But so far it is only rumors that they will implement baking with cycles. The cycles roadmap dos not have any indication that they will work on texture baking. Wish they would do it. Could make so big of a different in game development. If it was possible to do it. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Finished the UV and normal map for the external fuel tanks. As the center fuel tank I still need specmap and improve the texture. And me experimenting with other configuration of pods. This one is 3 seater. And made the window on the hatch, instead on the fuselage. -
Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Ah in the camera Icon where you can change resolution of the final render. When in cycles render mode. There will be a menu named 'integrator' And under that there is samples. It is the control to how many samples that will be rendered. Higher number clearer picture. Though also means it will take time to finish the render. But it worth it. I usually use 100 at preview and 500 at render, when it is in external render. Sometimes I use up to 1000 with internal render. -
Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Funny was watching some tutorial from this guy. And he has a really good tutorial for cycles. The different between blenders internal is direct lighting. Meaning it lights things in a strait line. So one side of a model can be total darkness. And the other in bright white. Cycles render is photon tracer, so it will take to account the surroundings of things and bounces of them and light like the backside of a model. And can create realistic render with ease ( take time though ) Think that tutorial covers most of what you need to learn about cycles render. Of course just ask if you need more help with it. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Rofl I did forgot about that. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
cant wait to see what you come up with EDIT: a little warning. The Kerbal is scaled for 0.16, just that you know. if you need it for 0.15 scale it down to 0.45 -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
When you select the armature. Push 'ctrl+tab' it will be in armature edit. So you can rotate the joint of the kerbal. And a good advice is to make a new blend file. And then under file select 'append' and go into the kerbal file you have downloaded. And go into group. In there will be kerbal. select that and append it. Now you have the kerbal in your own file. And you do not need to fear to edit the original one. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
OT: How do you do normal maps and details like the screws, please? Also, what with promised kerbal dwl link? Thanks for reminding me. I finished the armature. link: http://db.tt/5qf4LXPm And yes like the colors on that ufo -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Finally started to texture the center fuel stage. Kinda like the color. Though still need specmap and more texture details. Then Ill say Im finished with that part. -
Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Did you export with Unity or blender? -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Many thanks! well, the shuttle and Dragonfly will be next after this little adventure of minipod. And a little update of the highres version of the rocket. EDIT: added a exploded view of the rocket -
The scale factor in CFG is for attachment points and with engines where the thrust is and where the visual smoke comes from. It has nothing to do with the 3d model. Maybe in the future there will be a second setting. Where the 3d model can be scaled.
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Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Many thanks! Well heavy lift is relative on this rocket it is really small compared to standard size. If you see how big my yellow pod is compared to the standard fuel module. The heavy lift rocket have a little bigger diameter than my pod. So it is really! small heavy lifter -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
2 Missions, make 2 different landers, send the first up and land somewhere. Then the hard part. Start a new mission, use the other lander and try to land the same spot beside the other one. Without using all your fuel EDIT: starting to make the hires version of parachute. EDIT2: finished the parachutes. Only need to tweak some texture stuff. And figure out if it is me that is doing something wrong with the normal map. Or it is really KSP that have problems. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
That exactly my problem Really hard to figure out something that is modular. But have a plan with the engines. I gonna make rest of my rockets ( even the big ones ) based on that engine. So it is like one engine to rule them all kinda thing. Instead of having tons of different engines. I plan on using just 1 ( or 2 ) engine for lifting only. Also thinking of srinkify the energia rocket. Think that one could be possible to have more modular kinda thing. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Well while I did some other things. I thought about new rocket that is only for this minipod ( the original rocket is way to big for it ) So I stole the Russian design and srinkify it this render is actually the heavy lift version. The standard will only have 2 side rockets. The plan is to use this as an 2 stage rocket. the outer rockets is first stage, and the center rocket is second stage. The heavy version is for possible mini lander. EDIT: my pods on Mun -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Hope it will and thanks, Will do Cheated a little. The left and right parachute is actually good old dae format just want to have a little fun with it for now. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Hope you will get an answer. And thanks. Both for the compliment and the really good help. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
No go. Do not know what is wrong. In Unity it is ok. But in KSP it is not. But will hold a little brake, been up to long again I used the normal you send me. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
There is the Normal map and the G channel inverted named NMAPtest http://db.tt/lmvEa6Le -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Im using GIMP, but the process is exactly the same. And wonder what is wrong. Now I fixed it in Unity editor. But after exporting and starting it up in KSP the problem persist. It shows in unity to be correct. But in KSP it is mixed again -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Many thanks. Though I end in a problem with inverting G channel. Some of the model it is fixed. But rest is inverted. No matter how I try to fix it. Seems blender normal map baking have some problems