Jack
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Everything posted by Jack
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Blockland: That game where you build stuff. Website. Blockland was made by Eric 'Badspot' Hartman in ~2007. You build with lego-like pieces on maps made with .ter, .map, and .dif files. The game has full modding API support and around 20,000 active players. Gameplay In Blockland, you can build whatever you want, including complex circuits and deathmatch arenas. The game has an event system, a drag-and-drop modding API (extra emphasis), brick physics, and particle emitters. You can drive around cars, planes and boats. Oh, and it has online too. It's like Garry's Mod with legos. Badspot on a pirate ship. ACM City. Mocheeze(?) at Badspot's Block Party. A Blockhead in a tunnel. An AWM I made. Does anybody here play it?
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Solid Booster Retex doesn't stay on
Jack replied to bloodydollar's topic in KSP1 Modelling and Texturing Discussion
I don't know how to fix that problem then, .dae is a weird format. -
Solid Booster Retex doesn't stay on
Jack replied to bloodydollar's topic in KSP1 Modelling and Texturing Discussion
I mean just change it in the modeling program. -
Solid Booster Retex doesn't stay on
Jack replied to bloodydollar's topic in KSP1 Modelling and Texturing Discussion
The texture that the .dae references should have the name as your texture file, I think. That's the way it is with most games. -
You can place legs individually, I'll update the file with the blank engine in a bit. Edit: Download the Tin-Tin XM1 Rocket Legs, Legs + Rocket, Rocket. Added a blank rocket with no landers.
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I'm pretty sure collision meshes have to be convex. Does it work ingame?
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What part modelling software are you using?
Jack replied to CaptainSlug's topic in KSP1 Modelling and Texturing Discussion
;D I thought nobody else used milkshape. It's a great program. -
Great for Tin-Tin fans. Destination Kerban. Download the Tin-Tin XM1 Rocket Legs, Legs + Rocket. Finished the lander and legs. ;D
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Oh, I can do what the shroud decoupler did.
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I think doing that would also break most .craft files you have. Also, the legs booster & legs are only 1.8k polygons. Pretty good for how they look.
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At the moment this is the only way to do it, because collision meshes have to be convex.
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Fixed the issue. Sometimes I forget the most obvious and try and make things complex. The lander struts will still be a part, but just for more customized XM1's. For modders and stuff, I just made it all one part.
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The panels are a pretty cool idea, but my favorite piece is the quad-parachute adapter. Very neat ideas!
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They are. The game currently does not allow them to function correctly, as they are portrayed in the book.
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I am making great progress! Sorta. The shading is a little messed up on the landers, but it's not visible so... (the seemingly solid red is because of the red texture, it's not specular.) Oh yeah when the shuttle relies on the lander the legs fall off. But the next (?) update should fix that.
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Stuck at Loading after Model Addition
Jack replied to Darrknox's topic in KSP1 Modelling and Texturing Discussion
The actual model itself can be concave, the collision mesh has to be convex. Concave non-collision mesh parts shouldn't cause a problem. Also, I'm not sure how the game handles this, but check for backfaces/flipped normals. -
Kind of like the parachute attachment point, is there anything that I could toggle/change to fix this? // Kerbal Space Program - Part Config // XM1 Booster, Tin-Tin // // --- general parameters --- name = xm1Booster module = SolidRocket author = Jack // --- asset parameters --- mesh = xm1Booster.dae scale = 0.1 texture = xm1Booster_tex.png specPower = 0.5 rimFalloff = 3 alphaCutoff = 0 // --- node definitions --- node_stack_top = 0.0, -0.120648, 0.0, 0.0, 1.0, 0.0, 0 // --- FX definitions --- fx_exhaustFlame_yellow = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, active fx_exhaustLight_yellow = 0.0, -11.2673, 0.0, 0.0, 0.0, 1.0, active fx_smokeTrail_medium = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, active // --- Sound FX definition --- sound_vent_medium = activate sound_rocket_hard = active sound_vent_soft = deactivate // --- editor parameters --- cost = 450 category = 0 subcategory = 0 title = XM1 Solid Fuel Booster manufacturer = Jack's Fuel Compressors description = Shoots you right up to Destination Moon. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,0,0,0 // --- standard part parameters --- mass = 1.8 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 // --- solid booster parameters --- thrust = 150 dryMass = 0.36 heatProduction = 250 fuelConsumption = 4 internalFuel = 250 fullExplosionPotential = 0.7 emptyExplosionPotential = 0.1 thrustCenter = 0, -0.5, 0 thrustVector = 0, 1, 0
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Stuck at Loading after Model Addition
Jack replied to Darrknox's topic in KSP1 Modelling and Texturing Discussion
Collision meshes have to be convex, so no indents. I also recommend to simplify their shape, so if you use a 16-sided cylinder, switch it to maybe a 12 or 10-sided. -
The only problem right now is you can't define custom control pods, so I'm gonna work on the booster first. Edit: Oh, and the lander legs. They are pretty important to the design of the ship.
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Don't worry, all free content is within legal bounds. Unless Herge they want to make their own mods, and then there could be some trouble.
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I'm not that great with texturing or anything, so I'm working on a more simple project. ;D