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C7Studios

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Everything posted by C7Studios

  1. Very nice work! Welcome to the exchange.
  2. I remember when I bought spore. I got the special edition version of it, I was so excited for the release. I played it for a while, and got progressively less interested, all the while feeling profoundly disappointed. I didn\'t exactly remember why, but I put it on the shelf and haven\'t looked at it in more then a year. Seeing the GDC videos, it all makes sense now....... I\'m going to go mourn the industry for a bit. I think I know why Will quit working for the studio after this. They had the game so much further in the beginning then in the end. Its like watching the slow death of a dream. Keep making awesome indy games and fighting the good fight.
  3. I think the only reason they killed the modding is so they can charge for planes, locals, mission packs, custom hats for your pilot.... You know, things like that. I must say, I give my props to the indy studios that are keeping the dream alive. Look how much Skyrim and bethesda games benefit from an active and vibrant modding base. Even Tf-2 at least allows the Mann-conemy, allowing mod makers in on money printing machine.
  4. Is it just me. Or in the trailer did everything look really really arcade? Also the line that the game is designed specifically to be enjoyed with a keyboard and mouse... Seems like they are going the route of a shiny game without any real 'simulation'. I used to love those games.
  5. A few things to try that may help. First of all, make sure you assign a material to the part. Even if its just going to be discarded by ksp, its mandatory. Also make sure you have a secondary model named node_collider to handle the collision and interaction of your part. There are two additional considerations, convert your part to an editable mesh before export and ensure that you have applied and collapsed a Xform reset modifier to all parts. The only other thing I can suggest is that you bring up the list of all objects in the scene, and make sure you do not have any groups, lights, cameras or extra models that make choke the importing logic.
  6. Regardless of accepted convention. If the models and textures are created by an artist they are inherently copyrighted as are all works of art. Whether or not it is explicitly stated. You actually have to opt out of it for your work if you\'re an artist. So to keep yourself in line with current law, it is actually required that you ask permission. Unfortunately if SOPA passes, copying a mod model or messing around with the textures could be construed as illegal, and would carry heavy penalties. SOPA... baaad. That said, all work I do is considered to be under the Creative Commons - Share Alike, attribution license. Or 'Attribution-ShareAlike CC BY-SA', just to be on the safe side. As for this forum, definitely ask permission before posting anything.
  7. All I can say, is that I pray the kerbals never find Earth. I\'m pretty sure they would outgun us... That is just a bristling porcupine of death.
  8. Wow, that is something else. It looks like a full on battleship.... I am stunned at what you create with my pack.
  9. Man, I really like the schematic images you did. What technique did you use to do that?
  10. WhenI first started to texture the work I did was terrible. I got better with practice and the helpful advice of people in the community. I think its great that he wants to try and learn how to texture. I still have a lot of work to go with texturing, and I get better with each model I finish. Everyone needs to start somewhere. As you can see by the thread, he is asking for help and willing to learn. He got off on the wrong foot by not asking for permission, and making light of it. But he appears to be trying to correct his mistake. Which I think is admirable considering how he has been treated so far. He did ask me for permission to do textures for the C-7 pack. You don\'t get a free pass to treat someone poorly because the quality of their work is in your opinion 'terrible'. Art is subjective, and when I got started you could of easily argued my work was 'terrible'. Its taken hard work to get to where I am today.
  11. That image is representing the Tenerife disaster. It is the deadliest disaster in aviation history. More then 580 people lost their lives that day. Its not that he doesn\'t like you. But making light of a disaster such as that is generally considered to be in poor taste. http://en.wikipedia.org/wiki/Tenerife_Disaster
  12. All your picture examples don\'t work. You\'ll need to actually edit the post and redo the 'img /img' tags to get them working.
  13. If you\'re a complete beginner, I\'ve heard good things about the code academy. The best thing is that its completely free, and should introduce you to a lot of the basics of logic and programming. You\'ll find that once you learn any programming language, the rest are easier to figure out. What is important is that you learn how to think like a programmer. The rest is just a matter of the syntax for the specific language, and the occasional working around the inherent strengths or weakness of that language. http://www.codecademy.com/ I\'d also recommend working on some simple ideas to start with. Make some basic functional programs, and work your way up to more complex ones over time. Jumping head first into your pet project could be very daunting! Build your skills brick by brick, and you\'ll be making pyramids before you know it. Best of luck!
  14. My poor mod pack, you are so mis-understood. *sniffle* The parts are balanced for in atmosphere. Not my fault jet engines work in Spaaaccceeeee. Neat contest by the way.
  15. Good lord, you\'ve created a monster. Flying wing of DOOM!
  16. Just had a chance to watch the videos. Excellent start. I\'m looking forward to seeing the rest.
  17. I got all excited when I saw the deploy able panels. But they\'re just the parachute module . I desperately want animation for parts. That said. Very nice looking mod. I like it.
  18. The BEST Idea. I\'d love to see how this works out.
  19. I tried to keep my parts in balance with the main game, but it just seems that harvester is constantly changing fundamental parts of the mechanics and physics in the game. I\'ll sign on to a standard once things have stabilized a bit. Some of my parts are 'cheat' but that\'s only when there is no way to properly simulate a system or make a feature work otherwise.
  20. Ah oh man. I laughed so hard when I saw this. I don\'t think this qualifies as 'ethical' treatment lol. Now bodies will go flying when you crash a rocket...
  21. Looking very nice. I like the engine mount you made . Only one small thing, The Energia systems were white (at least according to the research I\'ve done). The brown in that image is due to the lighting conditions (agreeing with Nova here). But this is KSP! So maybe the Kerbals ran out of white paint, haha. Paint it whatever you like
  22. I find a reverse pyramid is more likely to survive landing. But that is just me. I\'d be interested to see how it works out for you. Some alternative gear would be grand! It took a huge amount of time to get the gear I have working as well as it does. Maybe someone else can take a whack at the problem and get some fresh ideas.
  23. Wow, I just found this thread and read the entire thing. Very amusing to say the least Great designs everyone. I don\'t think there\'s a place to jam any more engines on those things! Now I want to make a super fast plane.... Haha if I make new engines they\'ll count as c7 parts right? (joking)
  24. Just a suggestion, if you want to get the feathering effect on the wings, you could make them a separate part. There is a module called controlsrf. That has two parts. A base that doesn\'t move (used for attachment) and the control surface (part that moves). They generate lift like real wings, and the angle is controlled by the player. All you have to do is set the correct names of your models in whatever modelling software you\'re using for the animation to work. If you need any help with it, send me a message.
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