MrPwner
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KSP2 Release Notes
Everything posted by MrPwner
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Thanks! So was the Atlas, in fact most of the early launch vehicles are ICBM derivatives. Even the Soyuz today has its roots in the first ICBM ever (R-7)
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Sorry, it imported kinda weird, as if the model was huge but zooming out didn\'t make it more visible. But I did see that the node_collider had a material and UV-map. I can\'t think of anything else as that\'s what caused the problem a couple of times with me, I can\'t help you further, I\'m sorry
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A little bit of progress here. I found out how to get smooth parts while the lighting still looks normal (Edge split modifier FTW! =P). Gotta keep learning Also, the fins now have the rudder parts and function as control surfaces (Thanks to Nutt007! ) I still have to fix the LES, but I\'ve got an idea for that. And then I\'ll start on the Atlas launch vehicle. A lot more detail in there (redstone is just a large cylinder) so it\'s going to be interesting for me.
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I don\'t know if I understand correctly, but you don\'t need to have the UV maps with textures in the textures folder for objects to work. The UV-Map is applied to the object itself in the modelling program. After you applied the UV-map, did you re-export it? And also, clear or delete the mesh folder after every try. If that didn\'t help, could you post the .dae?
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As far as i know every object must also have a UV-map, which determines how the texture is wrapped around your model. I\'d search for a tutorial or something for your particular program.
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Did you assign a material and UV map to it? As far as I know, it\'s necessary.
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[Writing] Where the hell has this thing been?
MrPwner replied to leopardenthusiast's topic in KSP Fan Works
Sounds very SCP Foundation-y ^^ -
How to make complex parts.
MrPwner replied to Vlad. Just Vlad.'s topic in KSP1 C# Plugin Development Help and Support
Kerbal Engineer had a part that would only show information in the VAB/SPH. Its source is available. I don\'t know if it works the way you want it to, though. -
LOOK what i found
MrPwner replied to Ranged23's topic in KSP1 C# Plugin Development Help and Support
If you watch closely you\'ll see them busy with all those tools, listed there. Hammering away with a wrench, tightening invisible bolts etc -
I import it, yes and I have the full version. I\'ve tried with more, and only some work. Does it have to do with those diffuse tags? Thanks for the objectnames!
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Nobody? I only need to know what to name the objects in blender.
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The redstone is over 2m wide right now, but we\'re going to scale everything down to real world values (1.78m wide).
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Hello everyone, I tried to look up how to set up several objects for different partmodules. I got parachutes figured out (even with the different axis exports) because there was a forum topic about it. But i couldn\'t find a topic that explains what to use for control surfaces. I also can\'t import collada files into blender (2.63), it doesn\'t do anything then, not even a message. Google didn\'t help with this as it\'s mostly about the older blenderversion that required a plugin. Thanks in advance.
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Like Infinity: The quest for Earth? Where a galaxy and all it\'s stars and planets are procedurally generated the same way for everyone. Making every star and planet in a galaxy is just unrealistic.
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Kubik industries project (Update 07/28/12)
MrPwner replied to Emilio's topic in KSP1 Mod Development
1. To see the UV map, set the bottom view to 'UV/Image Editor'. You can do this by clicking on the bottom leftmost button and selecting it from the menu. The UVmap is what your model looks like when it\'s unwrapped. It\'s used to paint the textures on the model. But you might want to do the UV mapping yourself using seams tutorial 2. The collider is a different object from your main model. it should be a simple representation of your main model because it\'s used to calculate.. well, collisions. But also where you can surface attach parts. To make a new object, make sure you\'re in object mode. Then Add > Mesh > Pick one from these that will be the best base for it. Name the object node_collider. Also assign a uv-map and material to the node_collider (smart uv project is enough). 3. The nodes are setup in the part.cfg file, you can use coordinates from blender for this. But remember that Y and Z are reversed. 4. To cut the model up, i suggest using rip. Select all the edges you want to cut to separate parts and press V. to make a new object out of it, select a vertex, edge or face in the disconnected part, press Control+L (Select linked), press P and select 'Selection' Good luck -
You just beat KSP. Incredible
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OH. MY. GOD. The original Liberty Bell, the rockets. You.. you lucky man, you! I\'ll make sure to keep this in mind, for now I have enough picture material. I appreciate the offer very (very) much.
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There already is a gemini mod, and i can remember flying a full Saturn including CM and MEM.
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The thrust doesn\'t matter, if i raise it, it won\'t come off the ground. Until the decoupler/LES just breaks loose. Tested this also with the regular Mk1 pod, same thing. I just figured out it\'s in the model. (Something with the collision mesh made the selection colours weird too) I copied the LES folder, copied over another random .dae file, forgot to clear the mesh folder. Ingame i got the model from the random file in the VAB, but the regular LES in the flight screen. This one would fly. Now to get the normal one to fly.. ???
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True. I\'m probably going to release a flight ready (untextured) testversion soon. Currently working on RCS systems. I swear I bump into trouble around every corner, so progress is.. slow, but i guess that\'s part of the learning process Still haven\'t figured out why the LES won\'t come off the ground tho Also, the retroboosters can be fired one (or two) at a time without spinning the craft out of control. The center of thrust is placed so that the center of thrust will be at the center of the spacecraft.
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No, not yet. The texture by far is going to be the hardest thing, i\'m not (yet) proficient enough with GIMP, so i don\'t know how long it will take. If someone wants to do the texturing, let me know. If anybody has tips & tricks for texturing, i\'ll take \'em
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Yes, i\'m still planning on doing that.
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Yes, the retroboosters and separationboosters will both be SRB\'s.
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I\'ve done most UV-mapping and am trying to texture. Also, i\'ve tried figuring out a problem with the LES; it never comes of the ground, also the selection colours for it are weird and i don\'t know what\'s causing it.