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DunaColonist

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Everything posted by DunaColonist

  1. So it is not a 'surface feature'. https://wiki.kerbalspaceprogram.com/wiki/Surface_features It could be a 'terrain scatter' but the docs are very limited. It might be possible to list scatters using the API. https://kerbalspaceprogram.com/api/class_p_q_s_land_control_1_1_land_class_scatter.html
  2. You could check your UV map. Assuming you have a texture, each part of the ring could be mapped to a different part of your texture file. It might not be visible without the green but with the green, the difference pops. Or it is a more subtle configuration of the shader... and it still a new topic for me. It could be linked to the way the normals of your surface are changed by your texture. With blender you can display the normal of each surface of your model in order to check what is outside vs inside. But I don't think that the issue. I don't know if there is a way to check how shader/material tweak the normal for rendering purpose.
  3. The glitch is the fact that the centering ring has green squares with different shades of green ? The green is created by an additional shader from my understanding. By experimenting, I know that it interacts with other shaders. So if by design, all the 'parts' of your ring have different shader values, it might be a logical result. You might want to uniformize the shader for the ring. The glitch is the fact that the mount tube have no green ? The lack of green might have a similar reason : the shader value makes it so that the green is not visible. So I am assuming the shader value is not the same as for the engine. I think the interaction I have seen was with the bump map but I will need to verify when I can. The glitch is something else ? If you explicitly point it out, you might get more answers.
  4. Hi, I would like to open this design in order to measure the size of the kraken and see its overall structure in order to be coherent for a future mod. It does not seem to be a standard mu file. Does anyone knows where it is ? In which format ? For that matter, how are the other easter egg designs stored ? See you around Duna
  5. Ah that's right ! The first picture had 'visibility issues'. I am currently keeping the changelog only on SpaceDock : https://spacedock.info/mod/2522/Duna Incubator's Habitat?ga=<Game+3102+'Kerbal+Space+Program'> What is important right now is more the state of the latest version. Most people probably do not ask themselves if they should upgrade. It would require to have the addon already installed. But, in short, the 0.0.1 version only had two models : small habitat and leg. The 0.0.2 version has 4 models, visible in the picture.
  6. @Cattette Thanks, I tried to find a related thread but seems like I didn't search enough. @ValiZockt Ok. It make sense. I was only using png. Thanks. I will be able to quick fix it.
  7. Hi, So I created a addon, which is hosted on SpaceDock. The image is displayed when the full page display the addon but not when searching/listing addon. Do you know what are the requirements for the small addon image ? Thanks for any hints
  8. 2nd release! But that's still a pre-alpha version.
  9. Reversing the texture did the trick. Thanks a lot. I would never have guessed. And thanks for the information about the tooltips. I am grateful for your work on the blender addon. Without it, I would never have tried to create a Kerbal mod. So thanks again.
  10. Aaah. That could explain the problem with my current version and the one I haven't published yet. Thanks a lot. Right now, I am managing my texture outside Blender so I will try flipping them. With the KSP/Specular shadder, Blender is showing two couples of X/Y inputs. What are they configuring ? Right now their values are (1,1) and (0,0).
  11. @taniwha Would you know of any settings that are not displayed in Blender that could impact the display in KSP ? Does the [1.2-1.7] in the thread title implies that this Blender addon is not working as expected for KSP 1.10 ? Or is it only that the title has not been updated ?
  12. Here is how to reproduce. 1) Install the current version of the mod 2) Launch Blender, import mu file and check UV mapping 3) Launch KSP
  13. Hi everybody, I am very new to KSP modding and I am learning Blender at the same time so... it might be something obvious that I don't know about. I have created a model with Blender including a collider and a material with a KSP shader and an UV map. This model was exported into a mu format. And with the right cfg file, it does show up in game. Yeah! BUT the texture is not aligned with my model / UV map. I am not sure why. Any hints ? I have configured the UV map with Blender. And I have created a texture dds file using the exported layout of the UV map but it does not seem to be respected. But I have a single UV map attached to the model so... I am a bit lost to find the reason... Thanks in advance for any hints. ----------------------------------------------------------------------- Blender 2.83 Bill Curie (taniwha) io_object_mu KSP 1.10.1
  14. @Daniel Prates Thanks, I have done that. I was using the image url from SpaceDock but that's not stable enough. The image should be fixed now. At least, I hope. We will see.
  15. Thanks. Yeah, it seems like I need to host the picture somewhere else than SpaceDock...
  16. A link to the header image hosted by spacedock. But... I changed the header. So the link was broken. Thanks for the feedback.
  17. Duna Incubator's Habitat The pre-alpha release is available on SpaceDock ! My first KSP mod. Right now, it is a preview of a work in progress. But you can still try it. Dependencies Compatibility License Known issues FAQ
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