MrPwner
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Everything posted by MrPwner
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Nice! Why no Geo-Tag, tho?! And what did you use to make this?
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What do you mean? If you want to use it now, you can't, it hasn't been released yet. Also, no progress, really. School has started again, been playing some DayZ (which can be so immersive that you end up playing for hours without even noticing it even though my laptop runs it like crap, really need to get my desktop fixed ). What time I did spend on it was looking at other mods' sources. Got a three day weekend, so I'm going to spend some more time on this and hope to get something visual working before PakledHostage gets back from vacation.
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
MrPwner replied to Dani-Sang's topic in KSP1 Mod Releases
Looks like NovaPunch to me, which is currently unavailable.. -
To make it smooth: Select the object and in the left menu under shading click smooth. It won't look right, yet. In the right menu click the wrench icon (with object still selected) and click add modifier. Find Edge Split under Generate. Play with the edge angles if you want and then click apply. If there are edges you don't want smoothed, make them sharp edges. It's in the same menu as making edges seams.
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No not yet, I need to figure out plugin making
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Horizon Aeronautics - Development Thread
MrPwner replied to stubbles's topic in KSP1 Mod Development
The quality and detail of this is amazing o_0 You, sir, have got yourself a new fan. -
Yes, on the wiki Also, for Parttools in general, C7 made a great tutorial video
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Unity is needed for parts with airlocks and ladders. You can't do that with blender alone. Also, doing it in Unity gives a modder more things to work with visually, like lightmaps, bumpmaps and the heating effects of engines.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
MrPwner replied to cybutek's topic in KSP1 Mod Releases
I made this Has a low and highres texture in the texture folder, lowres is standard. All this needs is the plugin from the official download. I also sent this to cybutek. -
RIP Neil Armstrong First mission I flew entirely by hand since a long time. (Mechjeb for orbital information only) They safely landed back on Kerbin.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
MrPwner replied to cybutek's topic in KSP1 Mod Releases
Nice! Been waiting for this! No more manually calculating Delta-V's! I guess the original model would give licensing issues? Anyway, thank, you. Also, welcome to the forums -
Well, I managed to get the transparency at the beginning fixed You actually have to code it in to make it useable in the animation. I'm beginning to understand the shaders a bit better
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The license says you can, I believe.
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Tosh, the timing for this is perfect o_0 Was working on custom shaders for our re-entry heating effects. Definitely going to need/use this for that. Thanks!
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Thanks for that Nutt007, that'll really help!
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Nice, then this definitely has the potential to work. And I guess I'll have to look through Tosh's source to see what he did and how he did it. Thanks for the help
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Dani-Sang, you're right, there's no shader that allows transparency and emissive (not that I doubted you ). After curiously fooling around a bit in Unity and looking at the shader coding in monodevelop, I managed to make the shader take the alpha channel of an emissive map where the unaffected areas are transparent. (Magically without errors) With a normal emissive animation it looks like this: Mid-animation. As you can see it has transparency, the heatshield part is visible (effectmodel is still a model with single-sided faces). But at the beginning of the animation it looks like this. It's the standard emissivecolor. I want it to be fully transparent at the beginning of the animation, so I'd have to see if I can incorporate transparency into the animation, somehow. Is it even possible to get custom shaders working ingame in any way? If not I just wasted my afternoon But hey, time you enjoy wasting, wasn't wasted, right?
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Ahh alright then. Thanks for the info. Too bad for now, it would look much cooler if it worked, with the tiles and all
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Looks cool! And welcome to the forums ^^ BB Code doesn't work for Curious George?
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Currently we're working on a heatshield only module. So there will only be simulated re-entry when one of those heatshields is present on the vessel. But we can probably extend this to command pods with integrated heatshields. From what I understand, you can see anything outside your ship when in the internal cockpit view. So if the model and texture are done right, this means reentry would be visible from within the capsule. As far as I could see from the coding, it's all specific to Kerbin, now. But we'll probably make it support the other planets as well. You can find PakledHostage's work on that [thread=13271]here[/thread] Do you mean that it won't work ingame? In Unity I got an emissive and bumpmap working. Can't check it ingame since there's no coding that will play the animation yet.
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A nice conjunction of the Mun and Minmus during testing of the Mercury Capsule.
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Everything will be scaled down before release
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
MrPwner replied to kacperrutka26's topic in KSP1 Discussion
Whoah, looking great there. I think Nova loves to see us speculate: "Dance, puppets, dance!" -
[PLUGIN, PARTS 0.16] ISRU (Mining) mod 0.11 (12.08.25)
MrPwner replied to l00's topic in KSP1 Mod Releases
Sounds interesting. And from the maker of one of my favourite plugins ever, this has to be good (also, your signature link is broken)