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Everything posted by stubbles
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Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Working on some engine sounds as well. These are not 100% final. Hoping to make custom sounds for everything though. https://soundcloud.com/stubbles-1/rd-171 https://soundcloud.com/stubbles-1/rd-120 https://soundcloud.com/stubbles-1/rd-58m -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
I'll definitely have to tweak node points and collision - I'm getting a lot of failures on my 1st stage decoupler, where it meets the second stage engine. Always the annoying part >_< On the plus side, I finished the 1st stage fuel tank, yay! Unity Editor/In-game Just for fun -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Right now it's sitting at 52MB, including some custom engine sounds. There are still two more textures to complete (stage2 tank and RD-120 engine). But both of those are kind of already accounted for, since there are placeholder textures on them. So I wouldn't think it would grow much larger. -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Nice! Hopefully it'll work well for ya I have a lot to do on the diffuse/spec, but I'm calling the normals done at least. This is the 1st stage fuel tank for the RD-171 -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
This, is annoying. -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
@Dragon - thanks! Energia is definitely on the list. Though the Vostok-1 is next on it -
Another way to bake normals?
stubbles replied to Razorcane's topic in KSP1 Modelling and Texturing Discussion
nDo looks daunting at first, but it's really quite simple. It's pretty much just a series of Photoshop actions, wrapped in a fancy GUI. There are a TON of tutorial vids on Youtube that walk you through the process is using it, step by step. If you're interested, I suggest picking it up, it's super handy. -
Getting rid of white pixels on border of model
stubbles replied to kiwiak's topic in KSP1 Modelling and Texturing Discussion
Are you using an emissive texture for anything? If so, you might want to break those pieces off with a different material. As dispatcher stated, normals might be tweaked on the mesh, so make sure they are averaged out. Texture padding between UV islands is definitely important as well. Depending on the size of the texture, you may need quite a bit (roughly 3px for a 512x512, 12px for 1024x1024 and 24px for 2048x2048). Also, your spec/gloss settings might be a bit high? Looks like you're just getting halo fresnel from the shader. Might want to tone those values down and see if it helps. -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
The size isn't so bad right now. We'll see Figured I'd show some sketchup links. The materials and textures look like crap in Sketchfab for some reason, not like Unity/KSP. Those pics I posted above are straight from Unity Editor and KSP - both of which seem to have far better material and specular rendering. -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Thanks guys! Glad you're liking it so far. finished up the engine finally, here's some shots: -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Here's two WIP shots of the RD-171 main engines. The diffuse is about 70% done, but I haven't really done anything to the spec yet, so it's a bit glossier than it will be in the end. -
How does the new particle system work?
stubbles replied to CaptRobau's topic in KSP1 Mod Development
Well, it's not straight forward to me ;p For instance, what does the emission and speed variables control? Why are there multiple ones and why two sets of numbers after them? For example: emission = 0.0 0.0 emission = 0.66 0.0 emission = 0.69 1.55 emission = 1.0 1.65 speed = 0.0 1.45 speed = 1.0 0.55 I've got no idea what those numbers are doing. Obviously they are controlling particle emission and speed, but in what way? There are a lot of variables to mess with, but nobody is saying squat about what they mean or can do. -
[WIP] Personal Mod, possible release, Viper mk VII
stubbles replied to EpytronOmega's topic in KSP1 Mod Development
Hah! Nice work You have to make a new empty game object in Unity and parent it to the engine/ship. Call it thrustTransform Gives me a hankoring to get my BSG ships into KSP, haha ;p -
Mass-produced Space Sim Control Panel / USB Keypad?
stubbles replied to MajorThomas's topic in KSP1 Mod Development
The cougar MFD pack is also a neat sim addition: http://www.thrustmaster.com/products/mfd-cougar-pack I use it for playing DCS sims like A-10/Blackshark. I've got it propped on my lower monitor, using Helios software to render bits of the control panel inside their boundary. Here's my setup: I really want that Nostromo -
How does the new particle system work?
stubbles replied to CaptRobau's topic in KSP1 Mod Development
Well I won't be writing plugins, I'm just an artist. I guess I'll just be sticking with vanilla effects on my engines. -
How does the new particle system work?
stubbles replied to CaptRobau's topic in KSP1 Mod Development
OP was never really answered - is there no documentation on this system anywhere? -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Thanks! Still working on it right now though. Texturing isn't done and I'm still sorting out config issues. I'd guess another month or two until release. I swapped back the tanks to use LF/OX already, so that should help. -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Been messing around with HotRockets FX stuff. ;D Got the fuel issues all sorted, but I'm dealing with other problems now. Never ends! hah. -
HotRockets! Particle FX Replacement + Tutorial
stubbles replied to Nazari1382's topic in KSP1 Mod Development
Thanks guys, got it working. Just wish we could scale the effects =\ -
HotRockets! Particle FX Replacement + Tutorial
stubbles replied to Nazari1382's topic in KSP1 Mod Development
I take it you still can't have multiple FX per-engine with this? Say you had an engine cluster with several small engines and one large engine - is there a way to have the smaller engines use a different FX on them? -
Get-Vector script ?
stubbles replied to Justin Kerbice's topic in KSP1 Modelling and Texturing Discussion
Here's the script: https://dl.dropboxusercontent.com/u/1482056/getVectorTool.ms You're using 3dsmax I take it? If you're using Blender, I'm not sure what alternative there is for it. -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Ah okay, so the value was derived from the fuel quantity I desire - makes sense now Was wondering where the heck these things were coming from. I need to tweak things a bit, bit it's definitely working better now. Thanks so much, guys! -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Wait, so what does the 180 "units" come from? Units of what? The values worked perfectly btw, thanks! -
Horizon Aeronautics - Development Thread
stubbles replied to stubbles's topic in KSP1 Mod Development
Oiy. So what's the ratio math I need to use then to nail it every time? I did what Moar suggested, in order to get those values. I can't find any solid info on this stuff.