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KSP2 Release Notes
Everything posted by ColdJ
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1 Finally a positive, enjoy it while you can @Maria Sirona @Zozaf Kerman @Tundra and all the positive people.
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- going off the rails!
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-1 Hello @Austin_Kerman, is @Kerb24 out there too?
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- going off the rails!
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Love the iris animation on the bottom.
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Floor 2910: A giant wick for the oil.
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I had hoped that @Nazalassa would post to correct their mistake, but since that hasn't happened. A positive number to correct the wrong start and another as my go. -2
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- going off the rails!
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Banned because I find it hard to finnish a thought.
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-3 Very unsportsmanlike going straight back in. Isn't it time you got some sleep? Also the very first post of a new battle is meant to be a zero, so you already did the wrong thing.
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No it is I, Papa Smurf. Now to summon a cat. Hello @Earthlinger Also hello to @Catto, I tried to put in your old name and nothing came up. Now I know why.
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I take the cookie from the locker, My Cookie. (Steal the Cookie)
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-49 one for the road, I am off to sleep. Glad you didn't get pickpocketed like my family did while you were there.
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-49 See
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Banned for howling like a Wolf.
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Floor 2901: Thus spoke Zarathustra.
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-48 Yes, when it is 3 to 1
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Giving Gunther a purple maine. Cheater!
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-48 Glad to here it.
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@Geonovast I will copy my reply here so that it might help others as well. Ok, so in the blender environment. (I say this because I use a fork of it called BforArtists2 version 2.70, which is the equivalent of blender 2.93 alpha.) Using the .mu plugin. Here is a pic showing the Mk1-3 pod imported in, you will notice on the right hand side I have clicked on the materials icon to bring up that section (in mine that is a brown, yellow and white pie chart.) The materials name it was given by it's author is "Mk1-3 Pod". That material name is the collection of all the shader settings used for the main pod. It also has a material setup called "no name" which is used for the flag mesh that is used in game so that you can change flags. In the second pic I have also imported another model into the same work area. It has the material name "octo". Now in the second pic you will see that there are 3 materials available because each model imported into the same work session, makes it's material setup available for use. I could click on the The material setup in the drop down for the Mk1-3 pod while having the Octo model highlighted and that would change that model to use the Mk1-3 Pod's material set up. Now of course it will be pointed to the texture files that the Mk1-3 pod uses, but you can go further down and change the name that the material looks for for it's texture pics, you can even edit the material name in that area shown in the pic and it will still retain all the colour, shininess etc settings from that material setup. So if you are able to use blender with the .mu plugin. You can use this method to give your model the materials set up from the pod. My thread in this same section has all the links needed to set it up.
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Which shader to use? Brightness issue
ColdJ replied to Geonovast's topic in KSP1 Modelling and Texturing Discussion
Sorry, wasn't on for 24 hours. Ok, so in the blender environment. (I say this because I use a fork of it called BforArtists2 version 2.70, which is the equivalent of blender 2.93 alpha.) Using the .mu plugin. Here is a pic showing the Mk1-3 pod imported in, you will notice on the right hand side I have clicked on the materials icon to bring up that section (in mine that is a brown, yellow and white pie chart.) The materials name it was given by it's author is "Mk1-3 Pod". That material name is the collection of all the shader settings used for the main pod. It also has a material setup called "no name" which is used for the flag mesh that is used in game so that you can change flags. In the second pic I have also imported another model into the same work area. It has the material name "octo". Now in the second pic you will see that there are 3 materials available because each model imported into the same work session, makes it's material setup available for use. I could click on the The material setup in the drop down for the Mk1-3 pod while having the Octo model highlighted and that would change that model to use the Mk1-3 Pod's material set up. Now of course it will be pointed to the texture files that the Mk1-3 pod uses, but you can go further down and change the name that the material looks for for it's texture pics, you can even edit the material name in that area shown in the pic and it will still retain all the colour, shininess etc settings from that material setup. So if you are able to use blender with the .mu plugin. You can use this method to give your model the materials set up from the pod. My thread in this same section has all the links needed to set it up. -
Which shader to use? Brightness issue
ColdJ replied to Geonovast's topic in KSP1 Modelling and Texturing Discussion
I threw a quick model together and used the same material setup and it matches, so you just need to apply the original material setup to your model. @Geonovast -
Banned for suing the English.
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Hello @Maria Sirona. If only you were still here we could get it to the -20s.
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Which shader to use? Brightness issue
ColdJ replied to Geonovast's topic in KSP1 Modelling and Texturing Discussion
If it looks ok in flight then that is what you were going for. I work in a blender environment so can't help with unity/part tools. The colours all seem to be in the centre , basically white, The main texture near full brightness and the emissive near full darkness. Set at 1 for opacity and emissive and set at 0 for shininess and gloss. There are things like Rim Colour and temperature colour and burn colour, but I haven't learnt what they mean as yet. In my enviroment you can set your part to use exactly the same material setup as the original, don't know if that would do the trick or not. -
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Top Chefs move in. Ultra Marinated Hiill.